Monday, 15 May 2017 20:36
ENDLESS SPACE 2 V0.3.7 S2 BETA-Public (64-bit)

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

20:36:21:009STACKStarting the application, version is V0.3.7 S2 BETA-Public (64-bit)...

Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:015STACKRunning 64-bit mode...

Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:015STACKGame directory is "C:\Users\Vamd\Documents\Endless Space 2".

Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:015STACK[Steam] Available game languages are 'english,german,french,koreana,spanish,schinese,tchinese,russian,polish,brazilian', current game language is 'english'.

Amplitude.Unity.Framework.Application+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:015STACK[Steam] Steam user id is '0x0110000102d09917'.

Amplitude.Unity.Framework.Application+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:015STACK[Steam] Steam user name is 'VAMD'.

Amplitude.Unity.Framework.Application+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:015STACKLoading registry file 'D:/SteamLibrary/steamapps/common/Endless Space 2\Registry.xml'...

Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistry()
Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:016STACKRegistry file 'C:\Users\Vamd\Documents\Endless Space 2\Registry.xml' does not exist.

Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistry()
Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:016STACKLoading registry file 'C:\Users\Vamd\Documents\Endless Space 2\Users\47225111\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__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:363STACKInitializing the Wwise sound engine...

Amplitude.Unity.Audio.AudioManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:363STACKSound engine initialized.

Amplitude.Unity.Audio.AudioManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:363STACK4 audio modules have been loaded.

Amplitude.Unity.Audio.AudioManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:363STACK147 LipSync Data successfully loaded

Amplitude.Unity.Audio.LipSyncManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:363STACKPlaying with 1 downloadable content(s): Collector Edition.

DownloadableContentManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:363STACKHello 'VAMD'!

Amplitude.Unity.Steam.SteamManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:363STACKChanging display settings to 2560x1080, 60Hz...

Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings()
Amplitude.Unity.Video.VideoManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:363STACK... switching to 2560x1080 (60) FullscreenWindow...

Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings()
Amplitude.Unity.Video.VideoManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:363STACKSetting the general quality level to '5'.

Amplitude.Unity.Video.VideoManager:set_QualityLevel(System.Reflection.ParameterInfo)
Amplitude.Unity.Video.VideoManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:541STACKBinding service [IGPUColorEvolutionService] with context [AllwaysActivatedCamera] with an instance of type [GPUColorEvolutionManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GPUColorEvolutionManager+c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:542STACKCurrent game language is 'english'.

Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:542STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%EmpireAttitudeReserved' was already registered for the same revision number #1.

Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:542STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%EmpireAttitudeWary' was already registered for the same revision number #1.

Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:542STACKResolution has been changed.

Amplitude.Unity.Video.VideoManager+c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:542STACKCameraManager.VideoSettingsService_ResolutionChange.

CameraManager:VideoSettingsService_ResolutionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Video.VideoManager+c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:542STACKResetting Camera Aspect has been changed 2.37037 -> 2.37037.

CameraManager:VideoSettingsService_ResolutionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Video.VideoManager+c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:542STACKVideoStateManager : Device lost

VideoStateManager:LateUpdate()

20:36:21:994STACKAI folder path: D:/SteamLibrary/steamapps/common/Endless Space 2/Public/AI/

AIManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:994STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%MinorFactionCurrentAllyDescription' was already registered for the same revision number #1.

Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:21:995STACKVideoStateManager : Device is no longer lost

VideoStateManager:LateUpdate()

20:36:22:055STACKError message modal is disabled.

GuiManager+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:055STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%Tutorial_Laws03Popup-Title' was already registered for the same revision number #1.

Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:055STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%Tutorial_HeroShipDesign00Popup-Title' was already registered for the same revision number #1.

Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:055STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%Tutorial_HeroShipDesign00Popup-Description' was already registered for the same revision number #1.

Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:121STACKThe audio manager is ready.

Amplitude.Unity.Audio.AudioManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:121STACKRuntime configuration is null or empty; using the default module 'Endless Space 2' as new configuration.

Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:121STACKLoading runtime module 'Endless Space 2'...

Amplitude.Unity.Runtime.Runtime+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:121STACKLoading runtime registry files...

Amplitude.Unity.Runtime.Plugins.RuntimeRegistryPlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:151STACKLoading plugin files for database of type 'GalaxyGeneratorWeightTableDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:164STACKLoading plugin files for database of type 'Generator.Definitions.PlanetaryResourceDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:174STACKLoading plugin files for database of type 'Generator.Definitions.PlanetGameplayTypeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:186STACKLoading plugin files for database of type 'Generator.Definitions.PlanetTemperatureDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:201STACKLoading plugin files for database of type 'StarSystemNodeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:219STACKLoading plugin files for database of type 'SpecialNodeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:233STACKLoading plugin files for database of type 'NodeVisibilityConditionsDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:631STACKLoading plugin files for database of type 'EntityActionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:657STACKLoading plugin files for database of type 'DiplomaticRelationState'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:22:667STACKLoading plugin files for database of type 'DiplomaticAbilityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:001STACKLoading plugin files for database of type 'ForeignAffairsConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:011STACKLoading plugin files for database of type 'DiplomaticPressureEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:018STACKLoading plugin files for database of type 'WarPointsRewardDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:029STACKLoading plugin files for database of type 'ContractStubDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:472STACKLoading plugin files for database of type 'Amplitude.Unity.Simulation.SimulationDescriptor'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:494STACKLoading plugin files for database of type 'ResourceDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:506STACKLoading plugin files for database of type 'PlanetReserveDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:514STACKLoading plugin files for database of type 'PropagatedPlanetDescriptorDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:527STACKLoading plugin files for database of type 'PropagatedPlanetPropertyDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:544STACKLoading plugin files for database of type 'SystemDefenseThresholdDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:572STACKLoading plugin files for database of type 'PopulationDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:590STACKLoading plugin files for database of type 'PopulationAspirationDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:601STACKLoading plugin files for database of type 'HappinessStatusSetDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:655STACKLoading plugin files for database of type 'PopulationEventDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:667STACKLoading plugin files for database of type 'PopulationPoliticalTraitDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:681STACKLoading plugin files for database of type 'PopulationStateDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:695STACKLoading plugin files for database of type 'PopulationCollectionBonusTrait'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:713STACKLoading plugin files for database of type 'PopulationModifiersTrait'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:728STACKLoading plugin files for database of type 'ResourceDepositDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:744STACKLoading plugin files for database of type 'AnomalyDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:817STACKLoading plugin files for database of type 'ShipDesignDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:23:834STACKLoading plugin files for database of type 'ShipRoleDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:006STACKLoading plugin files for database of type 'HullDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:127STACKLoading plugin files for database of type 'ModuleDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:136STACKLoading plugin files for database of type 'MedalDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:144STACKLoading plugin files for database of type 'RankDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:161STACKLoading plugin files for database of type 'RankPatternDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:178STACKLoading plugin files for database of type 'LevelUpRuleDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:194STACKLoading plugin files for database of type 'ShipConditionalConstructionEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:444STACKLoading plugin files for database of type 'IndustryConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:466STACKLoading plugin files for database of type 'AnomalyReductionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:494STACKLoading plugin files for database of type 'PlanetCuriosityExpeditionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:508STACKLoading plugin files for database of type 'RecipeIngredientDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:517STACKLoading plugin files for database of type 'RecipeSlotDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:527STACKLoading plugin files for database of type 'RecipeSpecialEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:556STACKLoading plugin files for database of type 'PlanetColonizationConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:764STACKLoading plugin files for database of type 'ScienceConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:770STACKLoading plugin files for database of type 'TechnologyQuadrantDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:806STACKLoading plugin files for database of type 'TechnologyStageDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:826STACKLoading plugin files for database of type 'TechnologyLinkDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:833STACKLoading plugin files for database of type 'UnlockDatatableElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:850STACKLoading plugin files for database of type 'EmpireImprovementDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:862STACKLoading plugin files for database of type 'TimeBubbleDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:878STACKLoading plugin files for database of type 'CostReduction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:895STACKLoading plugin files for database of type 'ResourceConverterDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:912STACKLoading plugin files for database of type 'ConstructionRefundDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:930STACKLoading plugin files for database of type 'BailiffDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:945STACKLoading plugin files for database of type 'TemporaryEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:962STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiWindowsStackDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:24:982STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiTooltipDescription'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:25:834STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:25:949STACKLoading plugin files for database of type 'AllianceGuiElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:25:958STACKLoading plugin files for database of type 'GuiSorter'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:25:966STACKLoading plugin files for database of type 'GuiResourcePropertySet'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:25:981STACKLoading plugin files for database of type 'EncounterPlayTrajectoryDefinitionCollection'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:25:995STACKLoading plugin files for database of type 'GuiHighlightDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:012STACKLoading plugin files for database of type 'PanelFeatureModuleEffectsDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:029STACKLoading plugin files for database of type 'GuiCursor'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:045STACKLoading plugin files for database of type 'MouseCursorRule'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:077STACKCursorManager.LoadMouseRules

CursorManager:LoadMouseRules()
CursorManager:Update()

20:36:26:077STACKCursorManager.LoadMouseRules success with 15 rules

CursorManager:LoadMouseRules()
CursorManager:Update()

20:36:26:077STACKLoading 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__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:090STACKLoading plugin files for database of type 'Palette'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:146STACKLoading plugin files for database of type 'FactionTrait'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:160STACKLoading plugin files for database of type 'FactionAffinity'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:172STACKLoading plugin files for database of type 'FactionAffinityMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:179STACKLoading plugin files for database of type 'FactionTraitCategoryDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:195STACKLoading plugin files for database of type 'MinorFactionPersonalityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:212STACKLoading plugin files for database of type 'PersonalityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:264STACKLoading plugin files for database of type 'Faction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:284STACKLoading plugin files for database of type 'MajorFaction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:306STACKLoading plugin files for database of type 'MinorFaction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:420STACKLoading plugin files for database of type 'EncounterArenaDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:461STACKLoading plugin files for database of type 'EncounterFlotillaMatchDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:473STACKLoading plugin files for database of type 'EncounterEntityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:507STACKLoading plugin files for database of type 'EncounterPlayDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:517STACKLoading plugin files for database of type 'EncounterSequenceDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:528STACKLoading plugin files for database of type 'EncounterArrivalSequenceDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:547STACKLoading plugin files for database of type 'EncounterFormationDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:562STACKLoading plugin files for database of type 'EncounterTargetingRangeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:578STACKLoading plugin files for database of type 'EncounterEventToRealizationEventDictionaryDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:595STACKLoading plugin files for database of type 'SalvoDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:621STACKLoading plugin files for database of type 'BattleActionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:632STACKLoading plugin files for database of type 'RealizationEventDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:26:672STACKLoading plugin files for database of type 'BattleEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:206STACKLoading plugin files for database of type 'CameraShotDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:220STACKLoading plugin files for database of type 'PoliticsDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:241STACKLoading plugin files for database of type 'GovernmentDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:294STACKLoading plugin files for database of type 'LawDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:306STACKLoading plugin files for database of type 'ElectionProcessTaskDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:314STACKLoading plugin files for database of type 'ElectionProcessDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:332STACKLoading plugin files for database of type 'SenatorInteractionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:352STACKLoading plugin files for database of type 'ElectionActionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:362STACKLoading plugin files for database of type 'PoliticsSupportStatusDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:378STACKLoading plugin files for database of type 'PoliticsExperienceStatusDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:395STACKLoading plugin files for database of type 'HeroAffinityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:412STACKLoading plugin files for database of type 'HeroClassDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:428STACKLoading plugin files for database of type 'HeroPoliticsDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:445STACKLoading plugin files for database of type 'HeroSkillTreeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:470STACKLoading plugin files for database of type 'HeroSkillDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:478STACKLoading plugin files for database of type 'HeroMasteryDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:495STACKLoading plugin files for database of type 'HeroUnlockGaugeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:512STACKLoading plugin files for database of type 'ScoreProviderListDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:27:528STACKLoading plugin files for database of type 'HeroDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:31:122STACKLoading plugin files for database of type 'QuestDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:31:133STACKLoading plugin files for database of type 'QuestEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:31:229STACKLoading plugin files for database of type 'QuestTriggeringProbabilityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:31:275STACKLoading plugin files for database of type 'Droplist'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:219STACKLoading plugin files for database of type 'TutorialDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:253STACKLoading plugin files for database of type 'VictoryConditionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:264STACKLoading plugin files for database of type 'GameStatisticDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:275STACKLoading plugin files for database of type 'FleetNameMappingDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:313STACKLoading plugin files for database of type 'CuriosityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:344STACKLoading plugin files for database of type 'CuriosityDroplist'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:364STACKLoading plugin files for database of type 'Amplitude.Unity.Game.Orders.OrderPolicySetup'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:394STACKLoading plugin files for database of type 'GameSettingDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:405STACKLoading plugin files for database of type 'GameSettingRestrictionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:414STACKLoading plugin files for database of type 'TradingCompanyDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:427STACKLoading plugin files for database of type 'TradableCategoryDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:444STACKLoading plugin files for database of type 'TradableSubCategoryDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:474STACKLoading plugin files for database of type 'TradableDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:486STACKLoading plugin files for database of type 'MarketplaceAdvertisementDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:510STACKLoading plugin files for database of type 'TradingCompanyImprovementDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:671STACKLoading plugin files for database of type 'MarketplaceEventDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:701STACKLoading plugin files for database of type 'MinorStateDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:711STACKLoading plugin files for database of type 'ImprovementListDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:719STACKLoading plugin files for database of type 'PlanetImprovementMappingDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:728STACKLoading plugin files for database of type 'FleetMissionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:813STACKLoading plugin files for database of type 'SystemDiscoverySequenceDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:829STACKLoading plugin files for database of type 'Amplitude.Unity.Framework.AnimationCurve'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:842STACKLoading plugin files for database of type 'GroundBattleViewerConfig'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:852STACKLoading plugin files for database of type 'GroundBattleTroopTypeConfig'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:865STACKLoading plugin files for database of type 'GroundBattleUnitConfig'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:878STACKLoading plugin files for database of type 'GroundBattleStrategyDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:895STACKLoading plugin files for database of type 'ManpowerUpgradeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:911STACKLoading plugin files for database of type 'SystemSupervisorDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:34:928STACKLoading plugin files for database of type 'MinigameDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:192STACKSpent 12.8397343 second(s) loading the module plugins.

Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:192STACKRuntime hash key = '73715CA96F7B585E5A018BD7A614BAE2'.

Amplitude.Unity.Runtime.Runtime+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:192STACKWaiting 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__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:192STACKWaiting 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__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:192STACKCan't find the element 'ClassModuleSupportDefenseMatrix' in database of simulation descriptors.

Amplitude.Unity.Simulation.SimulationDescriptorReference:GetSimulationDescriptorsFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ModuleDefinition:get_Descriptors()
ModuleDefinition+c__Iterator1:MoveNext()
Module:BuildSimulationObject()
Module:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:193STACKCannot find the GuiElement for 'EmpireImprovementMovementBonus'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiEmpireImprovement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:193STACKCannot find the GuiElement for 'EmpireImprovementFreeMovement'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiEmpireImprovement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:193STACKCannot find the GuiElement for 'LawP01L05'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:193STACKCannot find the GuiElement for 'LawP02L05'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:194STACKCannot find the GuiElement for 'LawP03L05'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:194STACKCannot find the GuiElement for 'LawP04L05'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:194STACKCannot find the GuiElement for 'LawP05L05'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:194STACKCannot find the GuiElement for 'LawP06L05'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:194STACKCannot find the GuiElement for 'TradingCompanyImprovementEfficiency1'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:195STACKCannot find the GuiElement for 'TradingCompanyImprovementShip1'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:195STACKCannot find the GuiElement for 'LawP01L05'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiLaw:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildSenateRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:195STACKCannot find the GuiElement for 'LawP02L05'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiLaw:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildSenateRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:195STACKCannot find the GuiElement for 'LawP03L05'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiLaw:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildSenateRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:195STACKCannot find the GuiElement for 'LawP04L05'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiLaw:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildSenateRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:196STACKCannot find the GuiElement for 'LawP05L05'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiLaw:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildSenateRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:196STACKCannot find the GuiElement for 'LawP06L05'

GuiWrapper:Bind(System.Reflection.ParameterInfo)
GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiLaw:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildSenateRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:196STACK[GuiUnlock] Could not find any GuiUnlock instance for PrivateerFleetAction (PrivateerFleetActionDefinition)

GuiWrapperProvider:GetGuiUnlock(System.Reflection.ParameterInfo)
GuiTechnology2:BuildListOfUnlockedGuiUnlocks()
GuiTechnology2:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildTechnologyRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:196STACK[TechnologyUnlocks] Could not generate GuiUnlock for ScienceConstructibleElement+Unlockable

GuiTechnology2:BuildListOfUnlockedGuiUnlocks()
GuiTechnology2:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildTechnologyRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:196STACKAnimated Portrait 'DiplomaticPortraitLipSync' has no child LipSync component

DiplomaticPortraitLipSync:Initialize(System.Reflection.ParameterInfo)
DiplomaticPortraitLipSync:Awake()
UnityEngine.Object:Internal_CloneSingle(System.Reflection.ParameterInfo)
UnityEngine.Object:Instantiate(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:InstantiatePrefab(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:InstantiateWindows()
Amplitude.Unity.Gui.GuiManager:InstantiateWindows()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:197STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:197STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:197STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:ApplyTemplate()
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:197STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:ApplyTemplate()
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:197STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:198STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:198STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:198STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:198STACKCaching reflection information for target class 'AgePrimitiveLineIndented, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:ApplyTemplate()
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:198STACKCaching reflection information for target class 'AgePrimitiveLineIndented, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:ApplyTemplate()
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:199STACKCaching reflection information for target class 'GuiValueController, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:199STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:199STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:ApplyTemplate()
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:199STACKTrying to add texture SliderThumb which already exists in the atlas

AgeAtlas:AddTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeAtlas:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:199STACKRebuilding the texture atlas...

AgeAtlas:Build()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:200STACKLoaded 135 modifier templates

Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:39:200STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

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

20:36:39:200STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

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

20:36:39:200STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

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

20:36:39:200STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

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

20:36:39:200STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

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

20:36:39:200STACKSteamClientCallbacks_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()

20:36:39:231STACKRuntimeState_OutGame.Begin()

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

20:36:39:231STACKLoading the outgame view...

OutGameView+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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()

20:36:39:231STACKForce Clear of AlwaysActiveCamera

OutGameView+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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()

20:36:39:840STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]

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

20:36:39:840STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]

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

20:36:39:840STACKInitializing GalaxyViewTechniqueLoaderComponent technique...

GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

20:36:39:840STACKBinding service [ICircleRendererService] with context [Battle] with an instance of type [CircleRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CircleRendererManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

20:36:39:841STACKIn Technique Battle, Waiting for the ignition of all galaxy view technique ancillaries...

GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

20:36:39:841STACKIn Technique Battle, all galaxy view technique ancillaries have been ignited

GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

20:36:39:841STACKLoading the GalaxyViewTechniqueLoaderComponent technique...

GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

20:36:39:841STACKIn Technique Battle, Load

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

20:36:39:841STACKIn Technique Battle, load rendering technique ancillaries PlanetoidRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

20:36:39:841STACKBinding service [IPlanetoidRendererService] with context [BattleBackground] with an instance of type [PlanetoidRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:LoadNoCoroutine()
PlanetoidRendererManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

20:36:39:841STACKIn Technique Battle, the ancillary service 'PlanetoidRendererManager' has been loaded in 0.0040003 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

20:36:39:841STACKIn Technique Battle, load rendering technique ancillaries CircleRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

20:36:39:842STACKIn Technique Battle, the ancillary service 'CircleRendererManager' has been loaded in 0.0030002 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

20:36:39:842STACKInitializing GalaxyViewTechniqueLoaderComponent took 0 frames

GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

20:36:40:323STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]

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

20:36:40:323STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]

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

20:36:40:323STACKRelease Clear of AlwaysActiveCamera

OutGameView+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:40:323STACKRelease ComputeBuffer

AgeDistanceFieldGlyphRenderer:ReserveComputeBuffer(System.Reflection.ParameterInfo)
AgeDistanceFieldGlyphRenderer:ResizeComputeBuffer(System.Reflection.ParameterInfo)
AgeDistanceFieldGlyphRenderer:RenderGlyphs(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeGlyphAtlas:RenderRequestedGlyphs(System.Reflection.ParameterInfo)
AgeGlyphManager:PrepareGlyphs()
AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo)
UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)

20:36:40:713STACKMissing translation for %AffinityGameplayBalancingTitle

GuiWrapper:get_Title()
GuiFactionTrait:get_Title()
GuiFactionTrait:GetFullTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CustomFactionDetailsPanel:InitializeAffinityCache()
CustomFactionDetailsPanel:OnLoad()
CustomFactionSubPanel:Load(System.Reflection.ParameterInfo)
CustomFactionPanel:m__0(System.Reflection.ParameterInfo)
System.Collections.Generic.List`1[CustomFactionSubPanel]:ForEach(System.Reflection.ParameterInfo)
CustomFactionPanel:Load()
FactionChoiceModalWindow+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:40:713STACKMissing translation for %PopulationCollectionBonusTraitCraverTitle

GuiWrapper:get_Title()
GuiPopulationTrait:get_Title()
GuiPopulationTrait:GetFullTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CustomFactionPopulationPanel:FillDroplist(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CustomFactionPopulationPanel:OnLoad()
CustomFactionSubPanel:Load(System.Reflection.ParameterInfo)
CustomFactionPanel:m__0(System.Reflection.ParameterInfo)
System.Collections.Generic.List`1[CustomFactionSubPanel]:ForEach(System.Reflection.ParameterInfo)
CustomFactionPanel:Load()
FactionChoiceModalWindow+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:40:714STACKMissing translation for %PopulationPoliticalTraitScientist02Title

GuiWrapper:get_Title()
GuiPopulationTrait:get_Title()
GuiPopulationTrait:GetFullTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CustomFactionPopulationPanel:FillDroplist(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CustomFactionPopulationPanel:OnLoad()
CustomFactionSubPanel:Load(System.Reflection.ParameterInfo)
CustomFactionPanel:m__0(System.Reflection.ParameterInfo)
System.Collections.Generic.List`1[CustomFactionSubPanel]:ForEach(System.Reflection.ParameterInfo)
CustomFactionPanel:Load()
FactionChoiceModalWindow+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:47:052STACKRebuilding the texture atlas...

AgeAtlas:Build()
AgeManager:SwitchHighDefinition(System.Reflection.ParameterInfo)
GuiManager+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:47:052STACKExpandQuadToRenderBuffer

AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo)
AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo)
AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo)
AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo)
AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo)
UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)

20:36:47:053STACKExpandQuadToRenderBuffer

AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo)
AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo)
AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo)
AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo)
AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo)
UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)

20:36:47:053STACKExpandQuadToRenderBuffer

AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo)
AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo)
AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo)
AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo)
AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo)
UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)

20:36:47:473STACKWWW error: 404 Not Found

G2GFeedManager+c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:50:200STACKRuntimeState_OutGame.End()

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

20:36:50:200STACKRuntimeState_Lobby.Begin()

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

20:36:50:200STACKThe 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()

20:36:50:200STACKOnSessionChange: Opening.

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

20:36:50:200STACKThe 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()

20:36:50:201STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 0

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

20:36:50:201STACK[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()

20:36:50:201STACK[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()

20:36:50:201STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).

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

20:36:50:201STACK[ChatMessage] RECV: l:/sbs/0 (from 0x2d09917).

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

20:36:50:202STACK[ChatMessage] RECV: l:/_turn/0 (from 0x2d09917).

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

20:36:50:202STACK[ChatMessage] RECV: l:/_turn/0 (from 0x2d09917).

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

20:36:50:203STACK[ChatMessage] RECV: l:/sessionname/VAMD's game (from 0x2d09917).

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

20:36:50:203STACK[ChatMessage] RECV: l:/sessionmode/Single (from 0x2d09917).

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

20:36:50:203STACK[ChatMessage] RECV: l:/allowcustomfactions/True (from 0x2d09917).

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

20:36:50:204STACK[ILobbySlotProvider] RefreshLobbySlotCount(7)

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

20:36:50:204STACK[ChatMessage] RECV: l:/competitorcount/7 (from 0x2d09917).

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

20:36:50:204STACK[ChatMessage] RECV: l:/gamespeed/Fast (from 0x2d09917).

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

20:36:50:205STACK[ChatMessage] RECV: l:/gamedifficulty/Easy (from 0x2d09917).

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

20:36:50:205STACK[ChatMessage] RECV: l:/withrandomevents/True (from 0x2d09917).

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

20:36:50:205STACK[ChatMessage] RECV: l:/randomeventsrarity/Abundant (from 0x2d09917).

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

20:36:50:205STACK[ChatMessage] RECV: l:/metaplotprobability/True (from 0x2d09917).

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

20:36:50:206STACK[ChatMessage] RECV: l:/multiplayerquestseventsprobability/True (from 0x2d09917).

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

20:36:50:206STACK[ChatMessage] RECV: l:/uniquerandom/True (from 0x2d09917).

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

20:36:50:206STACK[ChatMessage] RECV: l:/animationspeedmultiplier/2 (from 0x2d09917).

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

20:36:50:206STACK[ChatMessage] RECV: l:/globaltimer/False (from 0x2d09917).

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

20:36:50:207STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x2d09917).

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

20:36:50:207STACK[ChatMessage] RECV: l:/endturntimer/False (from 0x2d09917).

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

20:36:50:207STACK[ChatMessage] RECV: l:/allplayertimer/False (from 0x2d09917).

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

20:36:50:207STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x2d09917).

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

20:36:50:208STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x2d09917).

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

20:36:50:208STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x2d09917).

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

20:36:50:208STACK[ChatMessage] RECV: l:/overtimemode/False (from 0x2d09917).

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

20:36:50:209STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x2d09917).

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

20:36:50:209STACK[ChatMessage] RECV: l:/lastplayertimer/False (from 0x2d09917).

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

20:36:50:209STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x2d09917).

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

20:36:50:210STACK[ChatMessage] RECV: l:/spacebattletimer/False (from 0x2d09917).

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

20:36:50:210STACK[ChatMessage] RECV: l:/spacebattletimerduration/15 (from 0x2d09917).

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

20:36:50:211STACK[ChatMessage] RECV: l:/groundbattletimer/False (from 0x2d09917).

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

20:36:50:211STACK[ChatMessage] RECV: l:/groundbattletimerduration/15 (from 0x2d09917).

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

20:36:50:211STACK[ChatMessage] RECV: l:/battleautostarttimer/False (from 0x2d09917).

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

20:36:50:212STACK[ChatMessage] RECV: l:/battleautostarttimerduration/20 (from 0x2d09917).

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

20:36:50:212STACK[ChatMessage] RECV: l:/allowspacebattlerewatch/True (from 0x2d09917).

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

20:36:50:212STACK[ChatMessage] RECV: l:/score/False (from 0x2d09917).

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

20:36:50:213STACK[ChatMessage] RECV: l:/military/True (from 0x2d09917).

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

20:36:50:213STACK[ChatMessage] RECV: l:/supremacy/True (from 0x2d09917).

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

20:36:50:214STACK[ChatMessage] RECV: l:/conquest/True (from 0x2d09917).

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

20:36:50:214STACK[ChatMessage] RECV: l:/science/True (from 0x2d09917).

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

20:36:50:214STACK[ChatMessage] RECV: l:/economy/True (from 0x2d09917).

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

20:36:50:215STACK[ChatMessage] RECV: l:/wonder/True (from 0x2d09917).

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

20:36:50:215STACK[ChatMessage] RECV: l:/allowalliancevictory/True (from 0x2d09917).

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

20:36:50:215STACK[ChatMessage] RECV: l:/tutorialmode/None (from 0x2d09917).

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

20:36:50:215STACK[ChatMessage] RECV: l:/galaxyshape/Spiral8 (from 0x2d09917).

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

20:36:50:216STACK[ChatMessage] RECV: l:/galaxysize/Large (from 0x2d09917).

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

20:36:50:216STACK[ChatMessage] RECV: l:/empirespawnmethod/Standard (from 0x2d09917).

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

20:36:50:216STACK[ChatMessage] RECV: l:/anomalyqualities/Standard (from 0x2d09917).

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

20:36:50:217STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x2d09917).

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

20:36:50:217STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x2d09917).

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

20:36:50:217STACK[ChatMessage] RECV: l:/constellationquantity/Many (from 0x2d09917).

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

20:36:50:217STACK[ChatMessage] RECV: l:/resourcesabundance/Abundant (from 0x2d09917).

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

20:36:50:218STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x2d09917).

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

20:36:50:218STACK[ChatMessage] RECV: l:/anomalyabundance/Abundant (from 0x2d09917).

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

20:36:50:218STACK[ChatMessage] RECV: l:/curiosityabundance/Abundant (from 0x2d09917).

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

20:36:50:218STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Abundant (from 0x2d09917).

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

20:36:50:218STACK[ChatMessage] RECV: l:/starbasedplanetorder/True (from 0x2d09917).

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

20:36:50:219STACK[ChatMessage] RECV: l:/allowanomaliesonhomeplanet/False (from 0x2d09917).

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

20:36:50:219STACK[ChatMessage] RECV: l:/homesystemquality/Normal (from 0x2d09917).

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

20:36:50:219STACK[ChatMessage] RECV: l:/minorfactionsquantity/High (from 0x2d09917).

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

20:36:50:220STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Hard (from 0x2d09917).

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

20:36:50:220STACK[ChatMessage] RECV: l:/piratesenabled/True (from 0x2d09917).

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

20:36:50:220STACK[ILobbySlotProvider] RefreshLobbySlotCount(7)

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

20:36:50:221STACK[ChatMessage] RECV: u:/0/1/{{"Index":0,"Revision":1,"Assignation":0,"Faction":"FactionVampirilis","FactionDescription":null,"PopulationDescription":null,"Color":0,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"CustomUsername":null,"SteamID":76561198007490839,"ReservedSteamID":76561198007490839}} (from 0x2d09917).

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

20:36:50:221STACKOnSessionChange: Opened.

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

20:36:50:221STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x2d09917).

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

20:36:50:221STACK[ChatMessage] RECV: l:/runtimehash/73715CA96F7B585E5A018BD7A614BAE2 (from 0x2d09917).

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

20:36:50:221STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x2d09917).

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

20:36:50:221STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Created').

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

20:36:50:222STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).

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

20:36:50:222STACK[ChatMessage] RECV: l:/sbs/0 (from 0x2d09917).

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

20:36:50:222STACKSessionState_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()

20:36:50:606STACKDefault camera renders active portrait layer (index: 1). Renderer will disable this layer!!!

AnimatedPortraitRenderer:DisableDrawLayerOnMainCamera()
AnimatedPortraitRenderer:InternalShow()
AnimatedPortraitRenderer:OnShowPortrait(System.Reflection.ParameterInfo)
AnimatedPortrait:Show()
AnimatedPortraitDisplay:ShowPortrait()
AnimatedPortraitDisplay:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerCompetitorSlot:RefreshAnimatedPortrait()
PlayerCompetitorSlot:Refresh()
CompetitorSlot:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameEmpireSlotPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:50:606STACKDefault camera renders inactive portrait layer (index: 14). Renderer will disable this layer!!!

AnimatedPortraitRenderer:DisableDrawLayerOnMainCamera()
AnimatedPortraitRenderer:InternalShow()
AnimatedPortraitRenderer:OnShowPortrait(System.Reflection.ParameterInfo)
AnimatedPortrait:Show()
AnimatedPortraitDisplay:ShowPortrait()
AnimatedPortraitDisplay:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerCompetitorSlot:RefreshAnimatedPortrait()
PlayerCompetitorSlot:Refresh()
CompetitorSlot:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameEmpireSlotPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:36:54:955STACKExpandQuadToRenderBuffer

AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo)
AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo)
AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo)
AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo)
AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo)
UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)

20:36:58:065STACK[ChatMessage] RECV: l:/globaltimer/True (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:36:58:763STACK[ChatMessage] RECV: l:/globaltimer/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:37:04:947STACK[ChatMessage] RECV: l:/battleautostarttimer/True (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:37:07:047STACK[ChatMessage] RECV: l:/battleautostarttimer/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:37:13:080STACK[ChatMessage] RECV: l:/randomeventsrarity/Abundant (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:37:15:997STACK[ChatMessage] RECV: l:/randomeventsrarity/Abundant (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:37:22:113STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:37:35:243STACK[ChatMessage] RECV: q:/faction/0/FactionVampirilis// (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CompetitorSlot:OnFactionDropListSelectionCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:37:35:243STACK[ChatMessage] RECV: u:/0/2/{{"Index":0,"Revision":2,"Assignation":0,"Faction":"FactionVampirilis","FactionDescription":"","PopulationDescription":"","Color":0,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"CustomUsername":null,"SteamID":76561198007490839,"ReservedSteamID":76561198007490839}} (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:TryChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CompetitorSlot:OnFactionDropListSelectionCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:37:36:853STACKSessionState_Opened.End()

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

20:37:36:853STACKSessionState_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()

20:37:36:853STACK[ChatMessage] RECV: q:/ready/0/True (from 0x2d09917).

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

20:37:36:853STACK[ChatMessage] RECV: u:/0/3/{{"Index":0,"Revision":3,"Assignation":0,"Faction":"FactionVampirilis","FactionDescription":"","PopulationDescription":"","Color":0,"IsLocked":false,"TeamIndex":0,"IsReady":true,"OvertimeGameTimer":0.0,"CustomUsername":null,"SteamID":76561198007490839,"ReservedSteamID":76561198007490839}} (from 0x2d09917).

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

20:37:36:877STACKSessionState_OpenedAndReady.End()

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

20:37:36:877STACKSessionState_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()

20:37:36:903STACKSessionState_OpenedAndCounting.End()

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

20:37:36:903STACKSessionState_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()

20:37:36:903STACK[ChatMessage] RECV: q:/ready/0/True (from 0x2d09917).

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

20:37:36:903STACK[ChatMessage] RECV: r:/0x0110000102d09917/q:/ready/0/True (from 0x2d09917).

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

20:37:36:903STACKLaunchAsync()

SessionState_OpenedAndLaunching+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:36:961STACKLaunching the game server...

Session:IGameServerLauncher.Launch()
SessionState_OpenedAndLaunching+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:36:961STACKGameServerState_InitializeServer

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

20:37:36:961STACKGameServerState_LaunchGame

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

20:37:37:083STACK[IEndTurnService] RegisterValidator | Registered Method 'GuiNotificationManager.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
GuiNotificationManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Game+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:37:083STACKWaiting for the ignition of all game ancillaries...

Amplitude.Unity.Game.Game+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:37:083STACKLaunching the game client...

Session:IGameClientLauncher.Launch()
SessionState_OpenedAndLaunching+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:37:083STACK[IEndTurnService] RegisterCanExecuteValidator | Registered Method 'GameClient.CanExecuteEndTurn'.

GameManager:RegisterCanExecuteValidator(System.Reflection.ParameterInfo)
GameClient:.ctor(System.Reflection.ParameterInfo)
Session:IGameClientLauncher.Launch()
SessionState_OpenedAndLaunching+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:37:084STACKGameClientState_WaitingForServer

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

20:37:37:084STACKGameClientState_ConnectingToServer

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

20:37:37:305STACKAll game ancillaries have been ignited.

Amplitude.Unity.Game.Game+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:37:306STACKIn GameSettingDefinition 'SessionName', could not resolve the ItemDefinition 'VAMD's game'

GameSettingDefinition:GetItemDefinitionByName(System.Reflection.ParameterInfo)
GameManager:ConfigureGalaxyGenerator(System.Reflection.ParameterInfo)
GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:37:306STACKSessionState_OpenedAndLaunching.End()

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

20:37:37:306STACKSessionState_OpenedAndLaunched.Begin()

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

20:37:37:306STACKInitiate connection to server with steamIDRemote: 0x110000102d09917, steamIDUser: 0x110000102d09917.

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

20:37:37:306STACKGot 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()

20:37:37:306STACKEmpire index unset. Retrieved #0 from lobby slot.

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

20:37:39:028STACKSuccessfully connected to SteamGameServer.

GameClientState_ConnectingToServer:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:39:037STACKGameClientState_ConnectedToServer

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

20:37:39:037STACKGameClientState_LaunchGame

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

20:37:39:037STACKDumping method set to 'Text'.

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

20:37:39:037STACKWaiting 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()

20:37:39:071STACKEmpire index unset. Retrieved #0 from lobby slot.

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

20:37:39:071STACKEmpire index unset. Retrieved #0 from lobby slot.

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

20:37:45:824STACKCan't find the element 'PlanetAnomalyNaturalWonder1' in database of 'EncounterEntityDefinition'.

Amplitude.Unity.Xml.XmlNamedReference:GetInstancesFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Xml.XmlNamedReference:GetInstancesFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AnomalyDefinition:get_EncounterEntities()
AnomalyDefinition:GetEncounterEntities()
Anomaly:GetEncounterEntities()
Planet:AddAnomaly(System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParsePlanetAnomalySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParsePlanetSlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParsePlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseStarSystemNode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseGameNode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseConstellation(System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseGalaxy(System.Reflection.ParameterInfo)
GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:824STACKCan't find the element 'PlanetAnomalyNaturalWonder4' in database of 'EncounterEntityDefinition'.

Amplitude.Unity.Xml.XmlNamedReference:GetInstancesFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Xml.XmlNamedReference:GetInstancesFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AnomalyDefinition:get_EncounterEntities()
AnomalyDefinition:GetEncounterEntities()
Anomaly:GetEncounterEntities()
Planet:AddAnomaly(System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParsePlanetAnomalySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParsePlanetSlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParsePlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseStarSystemNode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseGameNode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseConstellation(System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseGalaxy(System.Reflection.ParameterInfo)
GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:824STACKCan't find the element 'PlanetAnomalyNaturalWonder2' in database of 'EncounterEntityDefinition'.

Amplitude.Unity.Xml.XmlNamedReference:GetInstancesFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Xml.XmlNamedReference:GetInstancesFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AnomalyDefinition:get_EncounterEntities()
AnomalyDefinition:GetEncounterEntities()
Anomaly:GetEncounterEntities()
Planet:AddAnomaly(System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParsePlanetAnomalySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParsePlanetSlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParsePlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseStarSystemNode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseGameNode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseConstellation(System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseGalaxy(System.Reflection.ParameterInfo)
GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:825STACKCan't find the element 'PlanetAnomalyNaturalWonder6' in database of 'EncounterEntityDefinition'.

Amplitude.Unity.Xml.XmlNamedReference:GetInstancesFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Xml.XmlNamedReference:GetInstancesFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AnomalyDefinition:get_EncounterEntities()
AnomalyDefinition:GetEncounterEntities()
Anomaly:GetEncounterEntities()
Planet:AddAnomaly(System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParsePlanetAnomalySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParsePlanetSlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParsePlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseStarSystemNode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseGameNode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseConstellation(System.Reflection.ParameterInfo)
GalaxyGeneratorParser:ParseGalaxy(System.Reflection.ParameterInfo)
GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:825STACKLoading my game...

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:825STACK[Faction] Empire#0 has faction 'FactionVampirilis'.

MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:825STACK[Faction] Empire#1 has faction 'FactionSophons'.

MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:825STACK[Faction] Empire#2 has faction 'FactionCravers'.

MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:825STACK[Faction] Empire#3 has faction 'FactionTerrans'.

MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:825STACK[Faction] Empire#4 has faction 'FactionHoratio'.

MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:825STACK[Faction] Empire#5 has faction 'FactionTimeLords'.

MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:826STACK[Faction] Empire#6 has faction 'FactionVenetians'.

MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:826STACK[MinorFaction] Faction Epistis initialized with traits PersonalityTraitWarmonger and FactionTraitMinorDiplomacy

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:826STACK[Faction] MinorEmpire#0 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:826STACK[MinorFaction] Faction Deuyivans initialized with traits PersonalityTraitPragmatist and FactionTraitMinorScienceMin

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:826STACK[Faction] MinorEmpire#1 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:826STACK[MinorFaction] Faction Mavros initialized with traits PersonalityTraitPragmatist and FactionTraitMinorBuilders01

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:826STACK[Faction] MinorEmpire#2 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:826STACK[MinorFaction] Faction Gnashast initialized with traits PersonalityTraitWarmonger and FactionTraitMinorMonsters02

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:826STACK[Faction] MinorEmpire#3 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:826STACK[MinorFaction] Faction Eyder initialized with traits PersonalityTraitPacifist and FactionTraitMinorHoarders01

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:826STACK[Faction] MinorEmpire#4 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:826STACK[MinorFaction] Faction Bhagaba initialized with traits PersonalityTraitPacifist and FactionTraitMinorDiplomats01

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:826STACK[Faction] MinorEmpire#5 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[MinorFaction] Faction Deuyivans initialized with traits PersonalityTraitPragmatist and FactionTraitMinorScienceMin

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[Faction] MinorEmpire#6 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[MinorFaction] Faction Epistis initialized with traits PersonalityTraitWarmonger and FactionTraitMinorDiplomacy

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[Faction] MinorEmpire#7 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[MinorFaction] Faction Kalgeros initialized with traits PersonalityTraitPragmatist and FactionTraitMinorGovernor01

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[Faction] MinorEmpire#8 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[MinorFaction] Faction Tikanan initialized with traits PersonalityTraitWarmonger and FactionTraitMinorSwarm01

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[Faction] MinorEmpire#9 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[MinorFaction] Faction Bhagaba initialized with traits PersonalityTraitPacifist and FactionTraitMinorDiplomats01

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[Faction] MinorEmpire#10 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[MinorFaction] Faction Deuyivans initialized with traits PersonalityTraitPragmatist and FactionTraitMinorScienceMin

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[Faction] MinorEmpire#11 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[MinorFaction] Faction Hissho initialized with traits PersonalityTraitWarmonger and FactionTraitMinorGroundBattle1

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:827STACK[Faction] MinorEmpire#12 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:828STACK[MinorFaction] Faction Kalgeros initialized with traits PersonalityTraitPragmatist and FactionTraitMinorGovernor01

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:828STACK[Faction] MinorEmpire#13 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:828STACK[MinorFaction] Faction Z'vali initialized with traits PersonalityTraitPragmatist and FactionTraitMinorGamers02

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:828STACK[Faction] MinorEmpire#14 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:828STACK[MinorFaction] Faction Epistis initialized with traits PersonalityTraitWarmonger and FactionTraitMinorDiplomacy

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:828STACK[Faction] MinorEmpire#15 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:828STACK[MinorFaction] Faction Tikanan initialized with traits PersonalityTraitWarmonger and FactionTraitMinorSwarm01

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:828STACK[Faction] MinorEmpire#16 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:828STACK[MinorFaction] Faction Eyder initialized with traits PersonalityTraitPacifist and FactionTraitMinorHoarders01

MinorFaction:Initialize(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:828STACK[Faction] MinorEmpire#17 has faction 'MinorFaction'.

MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:828STACK[Faction] LesserEmpire#0 has faction 'LesserFaction'.

LesserEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:828STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:828STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[Game] Empire#0 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[Game] Empire#1 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[Game] Empire#2 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:829STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[Game] Empire#3 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[Game] Empire#4 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[Game] Empire#5 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:830STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[Game] Empire#6 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[Game] MinorEmpire#0 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[Game] MinorEmpire#1 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[Game] MinorEmpire#2 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:831STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[Game] MinorEmpire#3 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[Game] MinorEmpire#4 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[Game] MinorEmpire#5 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[Game] MinorEmpire#6 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:832STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[Game] MinorEmpire#7 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[Game] MinorEmpire#8 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[Game] MinorEmpire#9 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:833STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[Game] MinorEmpire#10 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[Game] MinorEmpire#11 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[Game] MinorEmpire#12 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[Game] MinorEmpire#13 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:834STACK[Game] MinorEmpire#14 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[Game] MinorEmpire#15 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[Game] MinorEmpire#16 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[Game] MinorEmpire#17 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:835STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:836STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:836STACK[Game] LesserEmpire#0 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:836STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:836STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:836STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:836STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:836STACK[Game] PirateEmpire#0 initialized.

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:836STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:840STACKThe game ancillary (type of: GuiNotificationManager) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:874STACKThe pathfinding service is ready.

PathfindingManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:874STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0020002 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:894STACKThe game ancillary (type of: PositioningService) has been loaded (in 0.001 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:933STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0.001 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:45:987STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:040STACKThe game ancillary (type of: ShipDesignRepository) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:066STACKThe game ancillary (type of: ConstructibleRepository) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:081STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:096STACKThe game ancillary (type of: ColonizedStarSystemRepository) has been loaded (in 0.0010001 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:111STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:127STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:144STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:161STACKThe game ancillary (type of: DiplomaticAlliancesManager) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:178STACKThe game ancillary (type of: DiplomaticContractsManager) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:196STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:211STACKThe game ancillary (type of: TradingCompanyRepository) has been loaded (in 0.0010001 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:228STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:245STACKThe game ancillary (type of: DiplomaticWarManager) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:261STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:280STACKThe game ancillary (type of: MinorManager) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:295STACKThe game ancillary (type of: FleetMissionManager) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:311STACKThe game ancillary (type of: GroundBattleRepository) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:328STACKThe game ancillary (type of: ServerGroundBattleRepository) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:344STACKThe game ancillary (type of: NodesVisibilityManager) has been loaded (in 0.001 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:364STACKThe game ancillary (type of: EternalImprovementManager) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:378STACKThe game ancillary (type of: TimeBubbleRepository) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:395STACKThe game ancillary (type of: MinigamesManager) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:46:412STACKThe game ancillary (type of: PopulationsManager) has been loaded (in 0 second(s)).

Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:624STACKAdd personality Paragon to empire 0

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:624STACKAdd personality Cruel to empire 0

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:624STACKAdd personality Restless to empire 0

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:624STACKAdd personality Pacifist to empire 1

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:624STACKAdd personality Innovative to empire 1

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:624STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:624STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:625STACKAdd personality Militarist to empire 2

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:625STACKAdd personality Isolationist to empire 2

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:625STACKAdd personality Cruel to empire 2

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:625STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:625STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:625STACKAdd personality Militarist to empire 3

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:625STACKAdd personality Mercantile to empire 3

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:625STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:626STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:626STACKAdd personality Renegade to empire 4

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:626STACKAdd personality Restless to empire 4

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:626STACKAdd personality Greedy to empire 4

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:626STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:626STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:626STACKAdd personality Pacifist to empire 5

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:627STACKAdd personality Isolationist to empire 5

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:627STACKAdd personality Innovative to empire 5

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:627STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:627STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:627STACKAdd personality Renegade to empire 6

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:627STACKAdd personality Mercantile to empire 6

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:627STACKAdd personality Restless to empire 6

Empire:AssignPersonality()
Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:627STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:628STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:628STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:628STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:628STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:628STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:629STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:629STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:629STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:629STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:629STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:630STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:630STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:630STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:630STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:631STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:631STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:631STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:631STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:631STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:632STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:632STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:632STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:632STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:633STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:633STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:633STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:633STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:633STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:634STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:634STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:634STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:634STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:635STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:635STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:635STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:635STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:635STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACKFog of war texture format: Default.

VisibilityController:LoadFogOfWar(System.Reflection.ParameterInfo)
VisibilityController+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] Empire#0 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] Empire#1 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] Empire#2 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] Empire#3 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] Empire#4 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] Empire#5 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] Empire#6 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] MinorEmpire#0 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] MinorEmpire#1 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] MinorEmpire#2 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] MinorEmpire#3 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] MinorEmpire#4 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] MinorEmpire#5 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] MinorEmpire#6 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] MinorEmpire#7 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] MinorEmpire#8 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:636STACK[Game] MinorEmpire#9 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACK[Game] MinorEmpire#10 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACK[Game] MinorEmpire#11 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACK[Game] MinorEmpire#12 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACK[Game] MinorEmpire#13 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACK[Game] MinorEmpire#14 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACK[Game] MinorEmpire#15 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACK[Game] MinorEmpire#16 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACK[Game] MinorEmpire#17 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACKNo FleetNameMappingDefinition matching 'AffinityMappingLesserEmpire'. Fallbacked to default definition.

FleetNameGenerator:FindFleetNameMappingDefinition(System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACK[Game] LesserEmpire#0 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACK[Game] PirateEmpire#0 loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACKGame has been loaded.

Game+c__Iterator9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:637STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:638STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:638STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:638STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:638STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:638STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:638STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:638STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:638STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:638STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:639STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:639STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:639STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:639STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:639STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:639STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:639STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:639STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:639STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:640STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:640STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:640STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:640STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:640STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:640STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:640STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:640STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:641STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:641STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:641STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:641STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:641STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:641STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:641STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:641STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:642STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:642STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:642STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:642STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:642STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:642STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:642STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:642STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:643STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:643STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:643STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:643STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:643STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:643STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:643STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:643STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:643STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:644STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:644STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:644STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:644STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:644STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:644STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:644STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:644STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:645STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:645STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:645STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:645STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:645STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:645STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:645STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:645STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:646STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:646STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:646STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:646STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:646STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:646STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:646STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:646STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:646STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:647STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:647STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:647STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:647STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:647STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:647STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:647STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:647STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:648STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:648STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:648STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:648STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:648STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:648STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:648STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:648STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:648STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:649STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:649STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:649STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:649STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:649STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:649STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:649STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:649STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:650STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:650STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:650STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:650STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:650STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:650STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:650STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:650STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:651STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:651STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:651STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:651STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:651STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:651STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:651STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:651STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:652STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:652STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:652STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:652STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:652STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:652STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:652STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:652STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:653STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:653STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:653STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:653STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:653STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:653STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:653STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:653STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:653STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:654STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:654STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:654STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:654STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:654STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:654STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:654STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:654STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#6'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:655STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:655STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#6'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:655STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:655STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#6'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:655STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:655STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#6'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:655STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:655STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#6'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:656STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:656STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#6'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:656STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:656STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#6'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:656STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:656STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#6'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:656STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:656STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#6'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:657STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:657STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#6'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:657STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:657STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#6'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:657STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:657STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#6'.

DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:657STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACKIn GameSettingDefinition 'SessionName', could not resolve the ItemDefinition 'VAMD's game'

GameSettingDefinition:GetItemDefinitionByName(System.Reflection.ParameterInfo)
QuestManager+c__Iterator5F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACKDisabling victory condition 'VictoryScore'.

VictoryManager:InitializeVictoryConditions(System.Reflection.ParameterInfo)
VictoryManager+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACKDiscarding victory condition 'VictoryScore'.

VictoryManager:InitializeVictoryConditions(System.Reflection.ParameterInfo)
VictoryManager+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACK[Population] AffinitySophons: Luxury1

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACK[Population] AffinityCravers: Luxury8

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACK[Population] AffinityVenetians: Luxury2

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACK[Population] AffinityVampirilis: Luxury5

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACK[Population] AffinityTerrans: Luxury7

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACK[Population] AffinityHoratio: Luxury6

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACK[Population] AffinityTimeLords: Luxury3

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACK[Population] AffinityRandom: Luxury4

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACK[Population] AffinityBalancing: Luxury5

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACK[Population] AffinityHaroshems: Luxury4

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACK[Population] AffinityHisshos: Luxury15

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACK[Population] AffinityBenthys: Luxury20

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:658STACK[Population] AffinityBots: Luxury3

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:659STACK[Population] AffinityMavros: Luxury9

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:659STACK[Population] AffinityDeuyivans: Luxury18

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:659STACK[Population] AffinityAmoeba: Luxury14

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:659STACK[Population] AffinityPilgrims: Luxury22

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:659STACK[Population] AffinityZvali: Luxury6

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:659STACK[Population] AffinityTikanans: Luxury10

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:659STACK[Population] AffinityGnashasts: Luxury15

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:659STACK[Population] AffinityEyders: Luxury24

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:659STACK[Population] AffinityNiris: Luxury8

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:659STACK[Population] AffinityBhagabas: Luxury15

PopulationsManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:659STACK[Psy] Mothership.AddPopulation() => newPopulationCreated

Mothership:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateEmptyMothership(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateShip(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateShipInGarrison(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ExecuteFactionTraitCommand(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:659STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ExecuteFactionTraitCommand(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:659STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ExecuteFactionTraitCommand(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:660STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ExecuteFactionTraitCommand(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:660STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ExecuteFactionTraitCommand(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:660STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ExecuteFactionTraitCommand(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:660STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ExecuteFactionTraitCommand(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:661STACKGame created.

GameServerState_LaunchGame:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:661STACKLoad AI 'AI0'.

AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:661STACKLoad AI plugin: D:/SteamLibrary/steamapps/common/Endless Space 2/Public/AI/Amplitude.AI.Core.dll

AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:661STACKAI app domain created

AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:661STACKAI module 'E.N.F.E.R' has been loaded.

AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:661STACKAI module 'Communication' has been loaded.

AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:661STACKAI module 'Debug' has been loaded.

AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:662STACKAI module 'Diagnostics' has been loaded.

AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:662STACKInitialize AI modules communication interfaces.

AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:662STACKInitialize AI modules.

AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:662STACK[AI0] Initialization of AIModule E.N.F.E.R

Amplitude.AI.Core.Modules.AIModule_ENFER:Initialize()
Amplitude.AI.Common.IO.ModuleProxy:Initialize()
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:662STACK[AI0] Initializing of AIScheduler

Amplitude.AI.Core.AIScheduler:Initialize()
Amplitude.AI.Core.Modules.AIModule_ENFER:Initialize()
Amplitude.AI.Common.IO.ModuleProxy:Initialize()
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:662STACK[AI0] Initialization of Communication module.

Amplitude.AI.Core.Modules.Communication:Initialize()
Amplitude.AI.Common.IO.ModuleProxy:Initialize()
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:662STACK[AI0] Initialization of Diagnostics module.

Amplitude.AI.Core.Modules.Diagnostics:Initialize()
Amplitude.AI.Common.IO.ModuleProxy:Initialize()
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:663STACKThe 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__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:663STACKThe 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__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:52:663STACKGameServerState_GameLaunchedAndReady

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

20:37:52:663STACKGameClientState_GameLaunched

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

20:37:52:663STACKChanging 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()

20:37:52:663STACKMissing translation for %EmpireImprovementEmpireManpowerStockBoost4Title

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyStageItem:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyStageItem:BindUnlocks(System.Reflection.ParameterInfo)
TechnologyScreen:BindStages(System.Reflection.ParameterInfo)
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:663STACKTexture 'BITMAPS/ATLASED/TECHNOLOGIES/TECHNOLOGYDEFINITIONECONOMYANDTRADE23SMALL' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade23'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:664STACKTexture 'BITMAPS/ATLASED/TECHNOLOGIES/TECHNOLOGYDEFINITIONECONOMYANDTRADE23SMALL' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade23Vampirilis'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:664STACKMissing translation for %HullSmall01BalancingTitle

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindUnlocks()
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:665STACKMissing translation for %HullSmall02BalancingTitle

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindUnlocks()
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:665STACKMissing translation for %HullMedium01BalancingTitle

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindUnlocks()
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:665STACKMissing translation for %HullMedium02BalancingTitle

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindUnlocks()
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:665STACKTexture 'BITMAPS/ATLASED/TECHNOLOGIES/TECHNOLOGYDEFINITIONEMPIREDEVELOPMENTGENEHUNTER1SMALL' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentGeneHunter1'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:666STACKMissing translation for %HullLarge01BalancingTitle

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindUnlocks()
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:666STACKTexture 'BITMAPS/ATLASED/TECHNOLOGIES/TECHNOLOGYDEFINITIONFREEMOVEUE01SMALL' not found for GuiElement 'TechnologyDefinitionQuestUnitedEmpire12'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:666STACKCaching reflection information for target class 'TechnologyLinkSpark, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:InstantiateChild(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:ReserveChildren(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyLinks()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:667STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgrade:FillEffects()
GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:667STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgrade:FillEffects()
GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:668STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgrade:FillEffects()
GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:668STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgrade:FillEffects()
GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:669STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgrade:FillEffects()
GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:669STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgrade:FillEffects()
GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:52:669STACK[PlayerRepository] Player 'VAMD' has been registered (Graphical/Local) on Empire #0.

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

20:37:52:670STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #1.

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

20:37:52:670STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #2.

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

20:37:52:670STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #3.

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

20:37:52:670STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #4.

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

20:37:52:670STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #5.

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

20:37:52:670STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/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()

20:37:53:319STACKBinding service [CameraPreRenderHookHandler] with context [Default] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
OutGameView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.View:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:319STACKBinding service [CameraPreRenderHookHandler] with context [GalaxyScanView] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
OutGameView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.View:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:319STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Unload()
CameraPreRenderHookHandler:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:319STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Unload()
CameraPreRenderHookHandler:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:320STACKReleasing the current world view technique...

GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:320STACKIn technique Battle, unloading ancillaries.

GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:320STACKIn Technique Battle, unloading ancillary CircleRendererManager

GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:320STACKUnbinding service [ICircleRendererService] with context [Battle]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CircleRendererManager:UnbindServices(System.Reflection.ParameterInfo)
GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:320STACKIn Technique Battle, unloading ancillary PlanetoidRendererManager

GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:320STACKUnbinding service [IPlanetoidRendererService] with context [BattleBackground]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:Unload()
GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:320STACKIn Technique Battle, ancillaries unloaded.

GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:320STACKReleasing Technique Battle

GalaxyViewTechnique:Release()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:321STACKTechnique Battle released

GalaxyViewTechnique:Release()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:321STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:321STACKUnbinding service [ILodService] with context [Default]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LodServiceImplementation:Unload()
HxFxSystemComponentLodManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

20:37:53:337STACKAudio receiver #0 has been initialized.

Amplitude.Unity.Audio.AudioReceiver+c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:54:173STACKInitializing the render view technique...

GalaxyView+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
GalaxyView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:54:174STACKBinding service [IInstancingRendererService] with context [Default] with an instance of type [InstancingRenderer]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
InstancingRenderer+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
GalaxyView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:54:174STACKBinding service [ICircleRendererService] with context [Default] with an instance of type [CircleRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CircleRendererManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
GalaxyView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:54:174STACKBinding service [IQuadRendererService] with context [Default] with an instance of type [QuadRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuadRendererManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
GalaxyView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:54:175STACKBinding service [IQuadRendererService] with context [GalaxyScanView] with an instance of type [QuadRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuadRendererManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
GalaxyView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:54:175STACKIn Technique Default, Waiting for the ignition of all galaxy view technique ancillaries...

GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
GalaxyView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:54:175STACKIn Technique Default, ancillary of type GalaxyEntityFactory is not yet ready

GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
GalaxyView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:54:175STACKIn Technique Default, ancillary of type GalaxyEntityCulling is not yet ready

GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
GalaxyView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:54:176STACKIn Technique Default, ancillary of type GalaxyPositioning is not yet ready

GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
GalaxyView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:54:176STACKBinding service [GalaxyLifeRendererManager] with context [Default] with an instance of type [GalaxyLifeRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyLifeRendererManager:Start()

20:37:54:176STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

20:37:54:176STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

20:37:54:176STACKBinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

20:37:54:176STACK[HxFxSystemComponentTextureAtlasManager] Found Fx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

20:37:54:177STACK[HxFxSystemComponentTextureAtlasManager] Found BackgroundFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

20:37:54:177STACK[HxFxSystemComponentTextureAtlasManager] Found OpaqueFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

20:37:54:177STACK[HxFxSystemComponentTextureAtlasManager] Found PostProcessFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

20:37:54:177STACK[HxFxSystemComponentTextureAtlasManager] Found DecalFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

20:37:54:177STACK[HxFxSystemComponentTextureAtlasManager] assigning atlas [Assets/HxFx/Resources/Textures/Atlas_DecalFx.png] (2048x1024) to global name [_DecalAtlas]. From Tag [DecalFx]

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlas(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlasAndExport(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

20:37:54:177STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]

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

20:37:54:177STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]

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

20:37:54:177STACKBinding service [IPlanetoidRendererService] with context [Battle] with an instance of type [PlanetoidRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:LoadNoCoroutine()
PlanetoidRendererManager+c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

20:37:54:212STACKIn Technique Default, ancillary of type GalaxyEntityFactory is not yet ready

GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:54:212STACKIn Technique Default, ancillary of type GalaxyPositioning is not yet ready

GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:54:213STACKBinding service [ScanViewBattleRenderer] with context [Battle] with an instance of type [ScanViewBattleRenderer]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewBattleRenderer+c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:267STACKAudio receiver #1 has been initialized.

Amplitude.Unity.Audio.AudioReceiver+c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:267STACKIn Technique Default, all galaxy view technique ancillaries have been ignited

GalaxyViewTechnique+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:267STACKLoading the render view technique...

GalaxyView+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:267STACKIn Technique Default, Load

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:267STACKIn Technique Default, load rendering technique ancillaries InstancingRenderer

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:267STACKIn Technique Default, the ancillary service 'InstancingRenderer' has been loaded in 0.0120007 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:267STACKIn Technique Default, load rendering technique ancillaries CircleRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:267STACKIn Technique Default, the ancillary service 'CircleRendererManager' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:267STACKIn Technique Default, load rendering technique ancillaries LineRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:267STACKIn Technique Default, the ancillary service 'LineRendererManager' has been loaded in 0.0060003 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:267STACKIn Technique Default, load rendering technique ancillaries CurvedLineRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:267STACKIn Technique Default, the ancillary service 'CurvedLineRendererManager' has been loaded in 0.001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded in 0.0100006 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded in 0.0060003 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, load rendering technique ancillaries DiskRendererManagerDispatcher

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, the ancillary service 'DiskRendererManagerDispatcher' has been loaded in 0.0020001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, load rendering technique ancillaries FOWRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, the ancillary service 'FOWRendererManager' has been loaded in 0.0270016 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKBinding service [IPlanetoidRendererService] with context [Default] with an instance of type [PlanetoidRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:LoadNoCoroutine()
PlanetoidRendererManager+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, load rendering technique ancillaries ProbeLaunchingRenderer

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, the ancillary service 'ProbeLaunchingRenderer' has been loaded in 0.0020001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, load rendering technique ancillaries DashRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, the ancillary service 'DashRendererManager' has been loaded in 0.0080004 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, load rendering technique ancillaries EncodedMeshInTextureManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, the ancillary service 'EncodedMeshInTextureManager' has been loaded in 0.0040003 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, load rendering technique ancillaries PastEncounterRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, the ancillary service 'PastEncounterRendererManager' has been loaded in 0.0020001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:268STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityFactory

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName61'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName23'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName54'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName67'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName48'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName64'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName55'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName68'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName63'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName59'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName34'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName14'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName58'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName16'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName36'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName50'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName51'

GalaxyConstellation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACKIn Technique Default, the ancillary service 'GalaxyEntityFactory' has been loaded in 1.0690611 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:269STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityMapping

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, the ancillary service 'GalaxyEntityMapping' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityCulling

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, the ancillary service 'GalaxyEntityCulling' has been loaded in 0.001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, load rendering technique ancillaries GalaxyLayerController

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, the ancillary service 'GalaxyLayerController' has been loaded in 0.0010001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, load rendering technique ancillaries PrimitiveMaskComputer

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKBinding service [IPrimitiveMaskFilterService] with context [Default] with an instance of type [PrimitiveMaskComputer]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PrimitiveMaskComputer+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, the ancillary service 'PrimitiveMaskComputer' has been loaded in 0.001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0.0010001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:270STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, load rendering technique ancillaries LayerDependantMouseKeyController

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, the ancillary service 'LayerDependantMouseKeyController' has been loaded in 0.0020001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, load rendering technique ancillaries PathRenderer

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKStill waiting for service [ICurvedLineRendererService]

PathRenderer+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, the ancillary service 'PathRenderer' has been loaded in 0.0020001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, load rendering technique ancillaries GalaxyPositioning

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, the ancillary service 'GalaxyPositioning' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, load rendering technique ancillaries RenderStatisticsService

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, the ancillary service 'RenderStatisticsService' has been loaded in 0.0010001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, load rendering technique ancillaries VisibleDockingSlotRepository

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, the ancillary service 'VisibleDockingSlotRepository' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyFleetRepository

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, the ancillary service 'VisibleGalaxyFleetRepository' has been loaded in 0.0040002 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:271STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyHangarRepository

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, the ancillary service 'VisibleGalaxyHangarRepository' has been loaded in 0.001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, load rendering technique ancillaries AtlasManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, the ancillary service 'AtlasManager' has been loaded in 0.016001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded in 0.0020001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, load rendering technique ancillaries GuiSelectedGarrisonsRepository

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, the ancillary service 'GuiSelectedGarrisonsRepository' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, load rendering technique ancillaries TradeRouteRenderer

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, the ancillary service 'TradeRouteRenderer' has been loaded in 0.0050003 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, load rendering technique ancillaries FIDSIRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKBinding service [IFIDSIRendererService] with context [Default] with an instance of type [FIDSIRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FIDSIRendererManager+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, the ancillary service 'FIDSIRendererManager' has been loaded in 0.0030001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded in 0 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded in 0.0010001 second(s).

GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKChanging (push) global shader keyword from to INGAME_RENDERER

Amplitude.Unity.Graphics.HxGlobalShaderState:PushGlobalShaderKeyword(System.Reflection.ParameterInfo)
GalaxyViewTechnique:PushInsideShaderKeyword()
GalaxyViewTechnique+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:56:272STACKGameClientState_GameLaunchedAndReady

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

20:37:57:882STACKAudio bank 'G_Soundscape_A' has been loaded.

Amplitude.Unity.Audio.AudioBankLoader:OnTrigger(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioBaseComponent+c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:58:418STACK[ChatMessage] RECV: l:/_launching/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:418STACK[ChatMessage] RECV: l:/_gameinprogress/True (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:set_GameInProgress(System.Reflection.ParameterInfo)
GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:418STACKGameServerState_Turn_Begin

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

20:37:58:418STACK[Quests] Adding global quest variable: $CraversSystem = System.Collections.Generic.List`1[System.Object] for empire 2

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:GameServer_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:419STACK[Quests] Adding global quest variable: $ENFERSystem = System.Collections.Generic.List`1[System.Object] for empire 1

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:GameServer_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:419STACK[Quests] Adding global quest variable: $RebelSystem = System.Collections.Generic.List`1[System.Object] for empire 3

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:GameServer_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:419STACK[Quests] Adding global quest variable: $QuestSystem = System.Collections.Generic.List`1[System.Object] for empire 4

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:GameServer_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:489STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000000, Ticket: 00000001

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:535STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000001, Ticket: 00000002

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:700STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000002, Ticket: 00000003

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:748STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000003, Ticket: 00000004

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:781STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000004, Ticket: 00000005

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:812STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000005, Ticket: 00000006

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:844STACK[ShipDesignRenderer] InitializeShipView: this=/BackgroundRenderer/MilitaryScreen/MainContainer/ShipDesignOverviewPanel currentViewIndex=0

ShipDesignBasePanel:InitializeShipView()
ShipDesignBasePanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:58:845STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000006, Ticket: 00000007

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:883STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000007, Ticket: 00000008

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:911STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000008, Ticket: 00000009

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:944STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000009, Ticket: 0000000A

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:58:986STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000000A, Ticket: 0000000B

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:027STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000000B, Ticket: 0000000C

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:061STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000000C, Ticket: 0000000D

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:095STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000000D, Ticket: 0000000E

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:130STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000000E, Ticket: 0000000F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:162STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000000F, Ticket: 00000010

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:195STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000010, Ticket: 00000011

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:245STACK[Order] OrderApplyStarSystemDefinition::GameServer/OrderApplyStarSystemDefinition#00000011 ; Name: QuestNodeRebel ; NodeGUIDs: 248 ; GUIDs: [1687 ]

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:328STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000014, Ticket: 00000012

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:361STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000015, Ticket: 00000013

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:394STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000016, Ticket: 00000014

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:428STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000017, Ticket: 00000015

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:462STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000018, Ticket: 00000016

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:494STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000019, Ticket: 00000017

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:527STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001A, Ticket: 00000018

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:561STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001B, Ticket: 00000019

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:594STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001C, Ticket: 0000001A

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:630STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001D, Ticket: 0000001B

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:661STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001E, Ticket: 0000001C

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:694STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001F, Ticket: 0000001D

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:728STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000020, Ticket: 0000001E

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:762STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000021, Ticket: 0000001F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:797STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000022, Ticket: 00000020

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:828STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000023, Ticket: 00000021

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:861STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000024, Ticket: 00000022

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:894STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000025, Ticket: 00000023

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:928STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000026, Ticket: 00000024

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:962STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000027, Ticket: 00000025

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:37:59:994STACK[ShipDesignRenderer] InitializeShipView: this=/ModalRenderer/ShipDesignModalWindow/MainContainer/ShipDesignEditionPanel currentViewIndex=1

ShipDesignBasePanel:InitializeShipView()
ShipDesignBasePanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:37:59:994STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000028, Ticket: 00000026

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:027STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000029, Ticket: 00000027

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:061STACK[ShipDesignRenderer] InitializeShipView: this=/ModalRenderer/HeroInspectionModalWindow/MainContainer/HubPanels/HeroOverviewPanel/ShipDesignOverview currentViewIndex=2

ShipDesignBasePanel:InitializeShipView()
ShipDesignBasePanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:00:061STACK[ShipDesignRenderer] InitializeShipView: this=/ModalRenderer/HeroInspectionModalWindow/MainContainer/HubPanels/ShipDesignHolder/ShipDesignEditionPanel currentViewIndex=3

ShipDesignBasePanel:InitializeShipView()
ShipDesignBasePanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:00:061STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002A, Ticket: 00000028

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:094STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002B, Ticket: 00000029

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:132STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002C, Ticket: 0000002A

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:161STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002D, Ticket: 0000002B

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:194STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002E, Ticket: 0000002C

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:367STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002F, Ticket: 0000002D

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:394STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000030, Ticket: 0000002E

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:428STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000031, Ticket: 0000002F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:461STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000032, Ticket: 00000030

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:578STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000034, [Empire7]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:611STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000035, [Empire7], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:644STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000036, [Empire8]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:678STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000037, [Empire8], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:713STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000038, [Empire9]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:745STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000039, [Empire9], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:778STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000003A, [Empire10]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:812STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000003B, [Empire10], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:845STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000003C, [Empire11]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:878STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000003D, [Empire11], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:911STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000003E, [Empire12]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:944STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000003F, [Empire12], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:00:978STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000040, [Empire13]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:012STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000041, [Empire13], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:046STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000042, [Empire14]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:078STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000043, [Empire14], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:111STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000044, [Empire15]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:144STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000045, [Empire15], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:178STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000046, [Empire16]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:211STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000047, [Empire16], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:244STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000048, [Empire17]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:278STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000049, [Empire17], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:311STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000004A, [Empire18]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:344STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000004B, [Empire18], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:378STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000004C, [Empire19]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:411STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000004D, [Empire19], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:444STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000004E, [Empire20]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:478STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000004F, [Empire20], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:511STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000050, [Empire21]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:544STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000051, [Empire21], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:577STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000052, [Empire22]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:628STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000053, [Empire22], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:667STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000054, [Empire23]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:694STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000055, [Empire23], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:728STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000056, [Empire24]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:761STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000057, [Empire24], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:01:794STACK[Order] OrderApplyStarSystemDefinition::GameServer/OrderApplyStarSystemDefinition#00000058 ; Name: QuestNodeCravers ; NodeGUIDs: 402 ; GUIDs: [1706 ]

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:02:061STACK[Order] OrderApplyStarSystemDefinition::GameServer/OrderApplyStarSystemDefinition#00000060 ; Name: QuestNodeENFER ; NodeGUIDs: 498 ; GUIDs: [1707 ]

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:02:111STACK[Order] OrderApplyStarSystemDefinition::GameServer/OrderApplyStarSystemDefinition#00000061 ; Name: QuestNodeRebel ; NodeGUIDs: 645 ; GUIDs: [1708 ]

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:02:145STACK[Order] OrderApplyStarSystemDefinition::GameServer/OrderApplyStarSystemDefinition#00000062 ; Name: QuestNodeHoratio ; NodeGUIDs: 690 ; GUIDs: [1709 ]

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:02:180STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000063, Ticket: 00000031

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:02:212STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000064, Ticket: 00000032

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:02:643STACK[Population] Adding 0 AffinityVampirilis on the mothership #1280, not on a planet directly.

ExploitedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:02:644STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:02:778STACKGameServerState_Turn_AI_Begin

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

20:38:02:964STACK[AI0] Start http debug server on port 4377.

Amplitude.AI.Core.Modules.AIModule_Debug:RefreshServerState()
Amplitude.AI.Core.Modules.AIModule_Debug:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
SynchronizationJob:ProcessMessage()
PoolableMessageJob`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:11:413STACK[AI0] AI player state change from Deactivated to Deactivated for MajorEmpireSnapshot Empire 0.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
SynchronizationJob:ProcessMessage()
PoolableMessageJob`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:11:513STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 1.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
SynchronizationJob:ProcessMessage()
PoolableMessageJob`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:11:579STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 2.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
SynchronizationJob:ProcessMessage()
PoolableMessageJob`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:11:662STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 3.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
SynchronizationJob:ProcessMessage()
PoolableMessageJob`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:12:048STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 4.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
SynchronizationJob:ProcessMessage()
PoolableMessageJob`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:12:129STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 5.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
SynchronizationJob:ProcessMessage()
PoolableMessageJob`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:12:162STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 6.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
SynchronizationJob:ProcessMessage()
PoolableMessageJob`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:12:162STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 7.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:180STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 8.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:180STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 9.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:197STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 10.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:212STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 11.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:212STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 12.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:230STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 13.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:231STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 14.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:245STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 15.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:262STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 16.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:262STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 17.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:280STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 18.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:280STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 19.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:295STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 20.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:295STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 21.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:312STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 22.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:312STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 23.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:329STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 24.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:347STACK[AI0] AI player state change from Deactivated to Full for LesserEmpireSnapshot Empire 25.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.LesserEmpire.AIPlayer_LesserEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:347STACK[AI0] AI player state change from Deactivated to Full for PirateEmpireSnapshot Empire 26.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.AIPlayer_PirateEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:830STACK[AI0] AIScheduler initialized

Amplitude.AI.Core.AIScheduler:InitializeAsync()

20:38:12:847STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:13:362STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:13:378STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:13:398STACKGameClientState_Turn_Begin

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

20:38:13:460STACK[AI0] Sync took 0.6090348 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:13:480STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:17:395STACKGameClientState_Introduction

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

20:38:17:395STACKGameClientState_IntroductionVideo.

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

20:38:17:395STACKPlaying introduction video 'D:/SteamLibrary/steamapps/common/Endless Space 2/EndlessSpace2_Data/StreamingAssets\Movies/Factions/Vampirilis_Intro.mp4'...

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

20:38:19:455STACKGameClientState_Turn_Main

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

20:38:19:524STACKGameServerState_Turn_Main

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

20:38:19:524STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:19:583STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000067, Ticket: 00000033, [Empire1], ConstructibleElementName: TechnologyDefinitionScienceAndExploration4, ConstructionGameEntityGUID: 1714, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:19:602STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:19:697STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#0000006A, Ticket: 00000036, [Empire1]: StarSystemGUID: 1008, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:19:762STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000006C, Ticket: 00000038, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:19:797STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:19:895STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000070, Ticket: 0000003C, [Empire2], ConstructibleElementName: TechnologyDefinitionScienceAndExploration1, ConstructionGameEntityGUID: 1720, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:19:994STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000073, Ticket: 0000003F, [Empire2]: StarSystemGUID: 1011, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:20:061STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000075, Ticket: 00000041, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:20:195STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000079, Ticket: 00000045, [Empire3], ConstructibleElementName: TechnologyDefinitionUnique1Terrans, ConstructionGameEntityGUID: 1726, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:20:345STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#0000007D, Ticket: 00000049, [Empire3]: StarSystemGUID: 1014, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:20:412STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000007F, Ticket: 0000004B, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:20:547STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000083, Ticket: 0000004F, [Empire4], ConstructibleElementName: TechnologyDefinitionScienceAndExploration4, ConstructionGameEntityGUID: 1733, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:20:645STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000086, Ticket: 00000052, [Empire4]: StarSystemGUID: 1017, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:20:715STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000088, Ticket: 00000054, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:20:845STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000008C, Ticket: 00000058, [Empire5], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment2, ConstructionGameEntityGUID: 1739, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:20:980STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000090, Ticket: 0000005C, [Empire5]: StarSystemGUID: 1020, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:21:048STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000092, Ticket: 0000005E, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:21:186STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000096, Ticket: 00000062, [Empire6], ConstructibleElementName: TechnologyDefinitionScienceAndExploration4, ConstructionGameEntityGUID: 1745, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:21:313STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#0000009A, Ticket: 00000066, [Empire6]: StarSystemGUID: 1023, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:21:381STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000009C, Ticket: 00000068, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:21:524STACKGameServerState_Turn_AI_PrepareSync

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

20:38:21:553STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000000A0, [Empire1]: System #1008

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:21:611STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000000A2, [Empire2]: System #1011

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:21:712STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000000A5, [Empire3]: System #1014

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:21:745STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000000A6, [Empire4]: System #1017

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:21:811STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000000A8, [Empire5]: System #1020

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:21:845STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000000A9, [Empire6]: System #1023

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:21:945STACKGameServerState_Turn_AI_Sync

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

20:38:22:312STACKGameServerState_Turn_Main

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

20:38:22:328STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000AA, [Empire1], Entity index: 1

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:22:361STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000AB, [Empire2], Entity index: 1

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:22:395STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000AC, [Empire3], Entity index: 1

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:22:494STACK[AI0] Sync took 2.7011545 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:22:494STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:23:121STACKCould not retrieve GuiResourcePropertySet for 'Happiness'

GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsiEnumerator:Init()
FidsiEnumerator:LoadStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureFidsi:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:DoBind()
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

20:38:23:297STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:25:178STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:25:178STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:25:179STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:25:521STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000000BF, [Empire3]: System #1014

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:25:544STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000C0, Ticket: 0000007F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:25:577STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000C1, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:25:710STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:25:728STACKGameServerState_Turn_AI_PrepareSync

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

20:38:25:827STACKGameServerState_Turn_AI_Sync

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

20:38:25:994STACKGameServerState_Turn_Main

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

20:38:26:132STACKCould not retrieve GuiResourcePropertySet for 'Happiness'

GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsiEnumerator:Init()
FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabel_SystemOrbital:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemOrbital:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo)
PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemOrbital:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo)
GuiManager:UpdateGameWindowsVisibility()
GuiManager:Refresh()
GuiManager:Update_IGuiGamePanelService()
GuiManager:Update()

20:38:26:133STACKCould not retrieve GuiResourcePropertySet for 'Happiness'

GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsiEnumerator:Init()
FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabel_SystemOrbital:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemOrbital:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo)
PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemOrbital:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo)
GuiManager:UpdateGameWindowsVisibility()
GuiManager:Refresh()
GuiManager:Update_IGuiGamePanelService()
GuiManager:Update()

20:38:26:133STACKCould not retrieve GuiResourcePropertySet for 'Happiness'

GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsiEnumerator:Init()
FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabel_SystemOrbital:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemOrbital:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo)
PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemOrbital:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo)
GuiManager:UpdateGameWindowsVisibility()
GuiManager:Refresh()
GuiManager:Update_IGuiGamePanelService()
GuiManager:Update()

20:38:26:133STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:26:133STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:26:333STACKCould not retrieve GuiResourcePropertySet for 'Happiness'

GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsiEnumerator:Init()
FidsiEnumerator:LoadStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonyInfoSidePanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemScreen:BindStarSystemNode(System.Reflection.ParameterInfo)
StarSystemScreen:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo)
GuiManager:UpdateGameWindowsVisibility()
GuiManager:Refresh()
GuiManager:Update_IGuiGamePanelService()
GuiManager:Update()

20:38:26:333STACKCould not retrieve GuiResourcePropertySet for 'Happiness'

GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsiEnumerator:Init()
FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabel_SystemManagement:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemManagement:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo)
PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemManagement:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo)
GuiManager:UpdateGameWindowsVisibility()
GuiManager:Refresh()
GuiManager:Update_IGuiGamePanelService()
GuiManager:Update()

20:38:26:334STACKCould not retrieve GuiResourcePropertySet for 'Happiness'

GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsiEnumerator:Init()
FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabel_SystemManagement:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemManagement:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo)
PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemManagement:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo)
GuiManager:UpdateGameWindowsVisibility()
GuiManager:Refresh()
GuiManager:Update_IGuiGamePanelService()
GuiManager:Update()

20:38:26:334STACKCould not retrieve GuiResourcePropertySet for 'Happiness'

GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsiEnumerator:Init()
FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabel_SystemManagement:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemManagement:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo)
PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemManagement:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo)
GuiManager:UpdateGameWindowsVisibility()
GuiManager:Refresh()
GuiManager:Update_IGuiGamePanelService()
GuiManager:Update()

20:38:26:512STACK[AI0] Could not find Fleet#1352 in snapshot repository. It might have been destroyed.

Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute()
Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:26:513STACK[AI0] Could not find Fleet#1352 in snapshot repository. It might have been destroyed.

Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute()
Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:26:528STACK[AI0] Could not find Fleet#1352 in snapshot repository. It might have been destroyed.

Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute()
Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:26:528STACK[AI0] Could not find Fleet#1352 in snapshot repository. It might have been destroyed.

Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute()
Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:26:528STACK[AI0] Could not find Fleet#1352 in snapshot repository. It might have been destroyed.

Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute()
Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:26:528STACK[AI0] Could not find Fleet#1352 in snapshot repository. It might have been destroyed.

Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute()
Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:26:528STACK[AI0] Could not find Fleet#1352 in snapshot repository. It might have been destroyed.

Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute()
Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:38:26:912STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:28:045STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000CA, [Empire6], Entity index: 3

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:29:112STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:29:128STACKGameServerState_Turn_AI_PrepareSync

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

20:38:29:229STACKGameServerState_Turn_AI_Sync

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

20:38:29:362STACKGameServerState_Turn_Main

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

20:38:29:512STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:29:512STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:30:311STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:30:612STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000CF, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:32:511STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:32:528STACKGameServerState_Turn_AI_PrepareSync

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

20:38:32:645STACKGameServerState_Turn_AI_Sync

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

20:38:32:778STACKGameServerState_Turn_Main

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

20:38:32:795STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000D0, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:32:912STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:32:912STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:32:998STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000D1, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:33:713STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:34:645STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

20:38:34:645STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo)
GuiManager:UpdateGameWindowsVisibility()
GuiManager:Refresh()
GuiManager:Update_IGuiGamePanelService()
GuiManager:Update()

20:38:35:915STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:35:929STACKGameServerState_Turn_AI_PrepareSync

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

20:38:36:029STACKGameServerState_Turn_AI_Sync

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

20:38:36:528STACKGameServerState_Turn_Main

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

20:38:36:629STACK[AI0] Sync took 0.7220413 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:36:629STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:37:531STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:39:128STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverviewPanel currentViewIndex=0 shipDesign=ShipDesign#1279

ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo)
ShipDesignBasePanel:Refresh()
ShipDesignOverviewPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:39:128STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignBasePanel:Refresh()
ShipDesignOverviewPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:39:912STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverviewPanel currentViewIndex=0

ShipDesignBasePanel:HideShipView()
ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
ShipDesignModalWindow:HideShipDesignOverviewInMilitaryScreen()
ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnDoubleClickCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:38:39:913STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0

ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo)
ShipDesignBasePanel:Refresh()
ShipDesignEditionPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnDoubleClickCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:38:39:913STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignEditionPanel:RefreshShipSlots()
ShipDesignBasePanel:Refresh()
ShipDesignEditionPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnDoubleClickCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:38:39:913STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0

ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnDoubleClickCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:38:40:123STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionVampirilis.ShipSizeMothership.ShipHull00]] for descriptor [ShipFactionVampirilis.ShipSizeMothership.ShipHull00]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

20:38:40:123STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignEditionPanel:RefreshShipSlots()
ShipDesignBasePanel:SpecificUpdate()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:40:124STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:40:124STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:40:167STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:40:184STACKGameServerState_Turn_AI_PrepareSync

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

20:38:40:294STACKGameServerState_Turn_AI_Sync

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

20:38:40:401STACKGameServerState_Turn_Main

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

20:38:40:534STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:40:534STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:41:437STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:44:539STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignEditionPanel:RefreshShipSlots()
ShipDesignEditionPanel:OnModuleItemDragStarted(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModuleItem:OnDragStartedCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlDragArea:set_Dragging(System.Reflection.ParameterInfo)
AgeControlDragArea:MouseDrag(System.Reflection.ParameterInfo)
AgeControl:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:38:45:991STACKDrag-drop: applying drop on target 'Item001 (ShipDesignEditionSlotItem)'

DragDropWindow+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:45:991STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignEditionPanel:RefreshShipSlots()
ShipDesignEditionPanel:IDragDropClient.ApplyDrop(System.Reflection.ParameterInfo)
DragDropWindow+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:45:991STACKDrag-drop: cancelling'

DragDropWindow:CancelDragDrop()
DragDropWindow+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:45:992STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignEditionPanel:RefreshShipSlots()
ShipDesignEditionPanel:IDragDropClient.OnDragDropCancelled()
DragDropWindow:NotifyDragDropCancelled()
DragDropWindow:CancelDragDrop()
DragDropWindow+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:46:008STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0

ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo)
ShipDesignBasePanel:Refresh()
ShipDesignEditionPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:46:009STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignEditionPanel:RefreshShipSlots()
ShipDesignBasePanel:Refresh()
ShipDesignEditionPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:46:009STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0

ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:46:038STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:46:038STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:46:237STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:46:255STACKGameServerState_Turn_AI_PrepareSync

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

20:38:46:355STACKGameServerState_Turn_AI_Sync

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

20:38:46:489STACKGameServerState_Turn_Main

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

20:38:46:639STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:46:639STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:47:256STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignEditionPanel:RefreshShipSlots()
ShipDesignEditionPanel:OnModuleItemDragStarted(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModuleItem:OnDragStartedCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlDragArea:set_Dragging(System.Reflection.ParameterInfo)
AgeControlDragArea:MouseDrag(System.Reflection.ParameterInfo)
AgeControl:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:38:47:542STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:50:288STACKDrag-drop: finishing drag-drop on no target.

DragDropWindow+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:50:289STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignEditionPanel:RefreshShipSlots()
ShipDesignEditionPanel:IDragDropClient.ApplyDrop(System.Reflection.ParameterInfo)
DragDropWindow+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:50:289STACKDrag-drop: cancelling'

DragDropWindow:CancelDragDrop()
DragDropWindow+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:50:289STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignEditionPanel:RefreshShipSlots()
ShipDesignEditionPanel:IDragDropClient.OnDragDropCancelled()
DragDropWindow:NotifyDragDropCancelled()
DragDropWindow:CancelDragDrop()
DragDropWindow+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:38:53:997STACKAudio bank B_VAMPIRILIS_GENERIC has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:UnloadHullSoundBank()
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator4F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:53:998STACK[ShipDesignRenderer] HideShipView: this=ShipDesignEditionPanel currentViewIndex=1

ShipDesignBasePanel:HideShipView()
ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo)
ShipDesignEditionPanel:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator4F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:38:54:044STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:54:044STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:54:243STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:54:260STACKGameServerState_Turn_AI_PrepareSync

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

20:38:54:359STACKGameServerState_Turn_AI_Sync

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

20:38:54:798STACKGameServerState_Turn_Main

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

20:38:54:933STACK[AI0] Sync took 0.6950398 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:54:933STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:55:827STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:56:195STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

20:38:56:195STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo)
GuiManager:UpdateGameWindowsVisibility()
GuiManager:Refresh()
GuiManager:Update_IGuiGamePanelService()
GuiManager:Update()

20:38:56:228STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:56:228STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:56:427STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:56:444STACKGameServerState_Turn_AI_PrepareSync

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

20:38:56:545STACKGameServerState_Turn_AI_Sync

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

20:38:56:645STACKGameServerState_Turn_Main

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

20:38:56:827STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:56:827STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:57:627STACK[AI0] [MainState] AI has some game event to process.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:59:910STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:38:59:927STACKGameServerState_Turn_AI_PrepareSync

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

20:38:59:984STACKCan't find network achievement: DISCOVER_ACADEMY_WITH_HERO

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventStarSystemNodeDiscovered(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
StarSystemNode:NotifyDiscovery(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityExploration:SetState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:GalaxyNodeVisibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
VisibilityController:RefreshVisibility()
VisibilityController:Update()

20:39:00:062STACKGameServerState_Turn_AI_Sync

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

20:39:00:127STACKGameServerState_Turn_Main

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

20:39:00:213STACKGameServerState_Turn_AI_PrepareSync

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

20:39:00:311STACKGameServerState_Turn_AI_Sync

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

20:39:00:394STACKGameServerState_Turn_Main

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

20:39:00:410STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000D5, [Empire0], Entity index: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:00:511STACK[AI0] Sync took 0.6000343 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:00:511STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:01:311STACK[AI0] [MainState] AI has some game event to process.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:03:511STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:03:528STACKGameServerState_Turn_AI_PrepareSync

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

20:39:03:628STACKGameServerState_Turn_AI_Sync

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

20:39:03:744STACKGameServerState_Turn_Main

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

20:39:03:912STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:03:912STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:04:911STACK[AI0] [MainState] AI has some game event to process.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:05:509STACKEmpty default class.... GuiPopulationDefinition

SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorFactionDiplomacyModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemLabel:OnClickMinorFaction(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:39:07:111STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:07:128STACKGameServerState_Turn_AI_PrepareSync

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

20:39:07:228STACKGameServerState_Turn_AI_Sync

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

20:39:07:345STACKGameServerState_Turn_Main

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

20:39:07:395STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

20:39:07:511STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:07:511STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:08:312STACK[AI0] [MainState] AI has some game event to process.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:09:960STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000DA, [Empire0], Entity index: 6

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:10:510STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:10:527STACKGameServerState_Turn_AI_PrepareSync

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

20:39:10:627STACKGameServerState_Turn_AI_Sync

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

20:39:10:744STACKGameServerState_Turn_Main

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

20:39:10:911STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:10:911STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:11:736STACK[AI0] [MainState] AI has some game event to process.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:13:911STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:13:927STACKGameServerState_Turn_AI_PrepareSync

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

20:39:14:028STACKGameServerState_Turn_AI_Sync

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

20:39:14:146STACKGameServerState_Turn_Main

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

20:39:14:311STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:14:311STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:15:210STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:17:511STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:17:511STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:17:710STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:17:727STACKGameServerState_Turn_AI_PrepareSync

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

20:39:17:827STACKGameServerState_Turn_AI_Sync

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

20:39:17:977STACKGameServerState_Turn_Main

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

20:39:18:111STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:18:111STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:18:810STACK[AI0] [MainState] AI has some game event to process.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:20:440STACKExpandQuadToRenderBuffer

AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo)
AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo)
AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo)
AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo)
AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo)
UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)

20:39:20:441STACKExpandQuadToRenderBuffer

AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo)
AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo)
AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo)
AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo)
AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo)
UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)

20:39:21:047STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:21:064STACKGameServerState_Turn_AI_PrepareSync

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

20:39:21:161STACKGameServerState_Turn_AI_Sync

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

20:39:21:278STACKGameServerState_Turn_Main

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

20:39:21:448STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:21:448STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:22:345STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:22:596STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000000DD, [Empire0], ConstructibleElementName: TechnologyDefinitionScienceAndExploration2, ConstructionGameEntityGUID: 1776, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:22:647STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:22:647STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:22:845STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:22:862STACKGameServerState_Turn_AI_PrepareSync

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

20:39:22:962STACKGameServerState_Turn_AI_Sync

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

20:39:23:099STACKGameServerState_Turn_Main

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

20:39:23:247STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:23:247STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 0)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:23:694STACKGameClientState_Turn_Finished

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

20:39:23:728STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:143STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:24:177STACKGameServerState_Turn_Finished

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

20:39:24:177STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:243STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:344STACKGameClientState_Turn_FinishedAndLocked

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

20:39:24:394STACKGameServerState_Turn_Elections

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

20:39:24:394STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:410STACKGameClientState_Turn_Elections

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

20:39:24:543STACKGameClientState_Turn_ElectionsFinished

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

20:39:24:610STACKGameServerState_Turn_End

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

20:39:24:897STACKGameServerState_Turn_Ended

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

20:39:24:897STACKGameClientState_Turn_End

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

20:39:24:898STACKCan't get network statistic: TURNS_PLAYED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:898STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:898STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:898STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:898STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:898STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:898STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:898STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:899STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:899STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:899STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:899STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:899STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:899STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:899STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:899STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:900STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:900STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:900STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:900STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:900STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:900STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:993STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:24:994STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.00 Politics03 = 0.14 Politics04 = 0.14 Politics05 = 0.71 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 7.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:25:016STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.00 Politics02 = 0.57 Politics03 = 0.00 Politics04 = 0.29 Politics05 = 0.14 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 28.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:25:032STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.09 Politics02 = 0.00 Politics03 = 0.18 Politics04 = 0.18 Politics05 = 0.00 Politics06 = 0.55 Politics00 = 0.00 TOTAL_SCORE = 11.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:25:054STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.60 Politics02 = 0.00 Politics03 = 0.10 Politics04 = 0.10 Politics05 = 0.13 Politics06 = 0.07 Politics00 = 0.00 TOTAL_SCORE = 15.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:25:054STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.00 Politics02 = 0.06 Politics03 = 0.11 Politics04 = 0.67 Politics05 = 0.17 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 18.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:25:074STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.32 Politics02 = 0.00 Politics03 = 0.00 Politics04 = 0.56 Politics05 = 0.12 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 17.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:25:092STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.00 Politics02 = 0.00 Politics03 = 0.37 Politics04 = 0.34 Politics05 = 0.17 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 17.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:25:247STACKGameClientState_Turn_Ended

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

20:39:25:247STACK[ChatMessage] RECV: l:/_turn/1 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:25:460STACKGameServerState_CheckForGameEndingConditions

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

20:39:25:561STACKGameServerState_Turn_Dump

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

20:39:25:577STACKGameClientState_Turn_ClearEntityActions

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

20:39:25:593STACKGameClientState_Turn_Dump

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

20:39:25:594STACKGameClientState_Turn_Dump_Finished

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

20:39:25:594STACKOrder history flushed.

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

20:39:25:628STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:25:628STACKSynchronizationState = Synchronized

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:25:628STACKPlayerInTransition = False

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:25:628STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:25:629STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:25:629STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:27:062STACKGameServerState_Autosave

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

20:39:27:062STACK[ChatMessage] RECV: l:/_turn/1 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:27:081STACKGameServerState_Transition

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

20:39:27:082STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:27:082STACKSynchronizationState = Synchronized

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:27:082STACKPlayerInTransition = False

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:27:082STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:27:082STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:27:083STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:27:160STACKGameServerState_Turn_Begin

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

20:39:27:166STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000000E3, Ticket: 00000092

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:27:277STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000000E4, Ticket: 00000093

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:27:310STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000000E5, Ticket: 00000094

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:27:460STACKGameServerState_Turn_AI_Begin

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

20:39:27:460STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:27:627STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:28:477STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:28:493STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:28:521STACKGameClientState_Turn_Begin

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

20:39:28:577STACK[AI0] Sync took 0.944054 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:28:577STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 1)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:29:160STACKGameClientState_Turn_Main

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

20:39:29:210STACKGameServerState_Turn_Main

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

20:39:29:210STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:29:227STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000E8, Ticket: 00000095

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:29:260STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000E9, Ticket: 00000096

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:29:294STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000EA, Ticket: 00000097

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:29:327STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000EB, Ticket: 00000098

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:29:360STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000EC, Ticket: 00000099

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:29:393STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000ED, Ticket: 0000009A

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:29:427STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000EE, Ticket: 0000009B

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:29:777STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:29:927STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000000FD, Ticket: 000000AA, [Empire1], ConstructibleElementName: TechnologyDefinitionUnique1Sophons, ConstructionGameEntityGUID: 1780, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:29:993STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000000FF, Ticket: 000000AC, [Empire5], ConstructibleElementName: TechnologyDefinitionUnique1TimeLords, ConstructionGameEntityGUID: 1781, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:30:027STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000100, [Empire3], Entity index: 10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:30:060STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000101, [Empire4], Entity index: 5

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:30:093STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000102, [Empire5], Entity index: 6

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:30:127STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000103, [Empire5], Entity index: 7

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:30:193STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000105, [Empire6], Entity index: 7

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:31:110STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000106, [Empire2], Entity index: 6

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:31:377STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000107, [Empire1], Entity index: 5

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:31:743STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000108, [Empire1], Entity index: 7

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:31:977STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:31:994STACKGameServerState_Turn_AI_PrepareSync

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

20:39:32:094STACKGameServerState_Turn_AI_Sync

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

20:39:32:245STACKGameServerState_Turn_Main

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

20:39:32:378STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:32:378STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 1)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:33:177STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:34:051STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:34:051STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:34:052STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:34:110STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000114, [Empire5]: System #1020

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:34:143STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000115, Ticket: 000000B8

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:34:177STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000116, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:34:717STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:34:718STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:34:718STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:34:794STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000011B, [Empire1]: System #1008

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:34:827STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000011C, Ticket: 000000BB

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:34:861STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000011D, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:34:944STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Select(System.Reflection.ParameterInfo)
FleetDockingController:SelectArrivingFleet(System.Reflection.ParameterInfo)
FleetDockingController:Dock_OnDockedEntitiesCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:NotifyDockedEntitiesCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fleet:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fleet:OnMoveToEnd(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MoveToFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
MoveToFleetAction:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:34:961STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:39:34:977STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000011F, [Empire0], Entity index: 9

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:35:377STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:35:394STACKGameServerState_Turn_AI_PrepareSync

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

20:39:35:494STACKGameServerState_Turn_AI_Sync

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

20:39:35:643STACKGameServerState_Turn_Main

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

20:39:35:777STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:35:777STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 1)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:36:576STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:36:644STACKCould not retrieve GuiResourcePropertySet for 'Happiness'

GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsiEnumerator:Init()
FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabel_SystemOrbital:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemOrbital:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo)
PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo)
PlanetLabelsWindow_SystemOrbital:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo)
GuiManager:UpdateGameWindowsVisibility()
GuiManager:Refresh()
GuiManager:Update_IGuiGamePanelService()
GuiManager:Update()

20:39:38:777STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:38:794STACKGameServerState_Turn_AI_PrepareSync

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

20:39:38:894STACKGameServerState_Turn_AI_Sync

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

20:39:39:027STACKGameServerState_Turn_Main

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

20:39:39:177STACK[AI0] Sync took 0.4050231 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:39:177STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 1)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:39:977STACK[AI0] [MainState] AI has some game event to process.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:42:177STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:42:193STACKGameServerState_Turn_AI_PrepareSync

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

20:39:42:293STACKGameServerState_Turn_AI_Sync

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

20:39:42:426STACKGameServerState_Turn_Main

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

20:39:42:577STACK[AI0] Sync took 0.401023 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:42:577STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 1)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:43:477STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:44:260STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

20:39:44:261STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo)
GuiManager:UpdateGameWindowsVisibility()
GuiManager:Refresh()
GuiManager:Update_IGuiGamePanelService()
GuiManager:Update()

20:39:44:277STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:44:277STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:44:477STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:44:494STACKGameServerState_Turn_AI_PrepareSync

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

20:39:44:593STACKGameServerState_Turn_AI_Sync

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

20:39:45:098STACKGameServerState_Turn_Main

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

20:39:45:227STACK[AI0] Sync took 0.7510429 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:45:244STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 1)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:46:027STACK[AI0] [MainState] AI has some game event to process.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:48:243STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:48:260STACKGameServerState_Turn_AI_PrepareSync

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

20:39:48:360STACKGameServerState_Turn_AI_Sync

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

20:39:48:493STACKGameServerState_Turn_Main

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

20:39:48:643STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:48:644STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 1)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:48:994STACKGameClientState_Turn_Finished

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

20:39:49:027STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:49:543STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:49:560STACKGameServerState_Turn_Finished

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

20:39:49:560STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:49:626STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:49:726STACKGameClientState_Turn_FinishedAndLocked

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

20:39:49:776STACKGameServerState_Turn_Elections

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

20:39:49:777STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:49:793STACKGameClientState_Turn_Elections

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

20:39:49:926STACKGameClientState_Turn_ElectionsFinished

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

20:39:49:976STACKGameServerState_Turn_End

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

20:39:50:052STACKGameServerState_Turn_Ended

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

20:39:50:052STACKGameClientState_Turn_End

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

20:39:50:052STACKCan't get network statistic: TURNS_PLAYED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:053STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:053STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:053STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:053STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:053STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:053STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:053STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:053STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:054STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:054STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:054STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:054STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:054STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:054STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:054STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:054STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:054STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:055STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:055STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:055STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:055STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:100STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:100STACKCan't find network achievement: RESEARCH_QUADRANT_SCIENCEANDEXPLORATION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventTechnologyUnlocked(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:100STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.06 Politics03 = 0.12 Politics04 = 0.24 Politics05 = 0.59 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 8.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:119STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.07 Politics02 = 0.53 Politics03 = 0.00 Politics04 = 0.27 Politics05 = 0.13 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 30.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:136STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.08 Politics02 = 0.15 Politics03 = 0.15 Politics04 = 0.15 Politics05 = 0.00 Politics06 = 0.46 Politics00 = 0.00 TOTAL_SCORE = 13.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:155STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.57 Politics02 = 0.09 Politics03 = 0.09 Politics04 = 0.09 Politics05 = 0.11 Politics06 = 0.06 Politics00 = 0.00 TOTAL_SCORE = 17.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:195STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.00 Politics02 = 0.17 Politics03 = 0.10 Politics04 = 0.59 Politics05 = 0.15 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 20.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:196STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.35 Politics02 = 0.00 Politics03 = 0.00 Politics04 = 0.57 Politics05 = 0.09 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 23.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:219STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.00 Politics02 = 0.00 Politics03 = 0.37 Politics04 = 0.34 Politics05 = 0.17 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 17.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:350STACKGameClientState_Turn_Ended

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

20:39:50:350STACK[ChatMessage] RECV: l:/_turn/2 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:491STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000012A, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:559STACKGameServerState_CheckForGameEndingConditions

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

20:39:50:659STACKGameServerState_Turn_Dump

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

20:39:50:676STACKGameClientState_Turn_ClearEntityActions

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

20:39:50:693STACKGameClientState_Turn_Dump

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

20:39:50:693STACKGameClientState_Turn_Dump_Finished

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

20:39:50:693STACKOrder history flushed.

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

20:39:50:726STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:50:726STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:51:168STACKGameServerState_Autosave

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

20:39:51:168STACK[ChatMessage] RECV: l:/_turn/2 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:51:175STACKGameServerState_Transition

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

20:39:51:176STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:51:176STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:51:319STACKGameServerState_Turn_Begin

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

20:39:51:319STACK[Quests] Adding global quest variable: $QuestSystem = System.Collections.Generic.List`1[System.Object] for empire 4

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:GameServer_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:51:320STACK[Quests] Adding global quest variable: $CrashPlanet = System.Collections.Generic.List`1[System.Object] for empire 2

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:GameServer_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:51:320STACK[Quests] Adding global quest variable: $QuestFleetGUID = QuestVariable+NullValue for empire 2

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:GameServer_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:51:337STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000012C, Ticket: 000000C4

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:51:378STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000012D, Ticket: 000000C5

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:51:730STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#0000012F, [Empire25], GUID = 1800, ShipDesigns = ShipDesignSmallAttackerPirate01 x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:51:810STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000131, [Empire25], GUID = 1802, ShipDesigns = ShipDesignSmallAttackerPirate01 x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:51:964STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000135, Ticket: 000000C6

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:51:993STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000136, Ticket: 000000C7

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:026STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000137, Ticket: 000000C8

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:060STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000138, Ticket: 000000C9

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:160STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000013B, [Empire7], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:193STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000013C, [Empire8], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:226STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000013D, [Empire9], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:259STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000013E, [Empire10], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:293STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000013F, [Empire11], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:326STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000140, [Empire12], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:360STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000141, [Empire13], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:393STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000142, [Empire14], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:426STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000143, [Empire15], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:459STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000144, [Empire16], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:493STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000145, [Empire17], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:526STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000146, [Empire18], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:560STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000147, [Empire19], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:593STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000148, [Empire20], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:626STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000149, [Empire21], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:660STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000014A, [Empire22], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:693STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000014B, [Empire23], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:726STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000014C, [Empire24], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:776STACKGameServerState_Turn_AI_Begin

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

20:39:52:776STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:52:893STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:53:393STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:53:410STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:53:440STACKGameClientState_Turn_Begin

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

20:39:53:440STACK[Quests] Adding global quest variable: $RebelSystem = System.Collections.Generic.List`1[System.Object] for empire 3

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:ActivateQuestTrigger(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ActivateTriggers(System.Reflection.ParameterInfo)
QuestManager:ExecuteQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:53:493STACK[AI0] Sync took 0.6000343 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:53:493STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 2)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:54:126STACKGameClientState_Turn_Main

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

20:39:54:176STACKGameServerState_Turn_Main

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

20:39:54:177STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:54:193STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000014D, Ticket: 000000CA

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:54:226STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000014E, Ticket: 000000CB

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:54:260STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000014F, Ticket: 000000CC

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:54:293STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000150, Ticket: 000000CD

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:54:694STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:54:761STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000015E, [Empire4], Entity index: 10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:54:794STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000015F, Ticket: 000000DB, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:54:827STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000160, Ticket: 000000DC, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:54:861STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000161, Ticket: 000000DD, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:54:894STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000162, Ticket: 000000DE, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:54:928STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000163, Ticket: 000000DF, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:54:961STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000164, Ticket: 000000E0, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:54:994STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000165, Ticket: 000000E1, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:55:027STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000166, Ticket: 000000E2, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:55:061STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000167, Ticket: 000000E3, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:55:094STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000168, Ticket: 000000E4, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:55:127STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000169, [Empire6], Entity index: 11

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:55:161STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000016A, [Empire3], Entity index: 18

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:55:194STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000016B, [Empire5], Entity index: 15

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:56:163STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000016C, [Empire2], Entity index: 10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:56:896STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:56:912STACKGameServerState_Turn_AI_PrepareSync

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

20:39:57:014STACKGameServerState_Turn_AI_Sync

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

20:39:57:145STACKGameServerState_Turn_Main

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

20:39:57:295STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:57:296STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 2)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:57:329STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#0000016D, Ticket: 000000E5, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:57:395STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#0000016F, Ticket: 000000E7, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:57:494STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000172, Ticket: 000000EA, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:57:561STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000174, Ticket: 000000EC, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:57:629STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000176, Ticket: 000000EE, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:57:695STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000178, Ticket: 000000EF

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:57:798STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#0000017B, [Empire25], GUID = 1826, ShipDesigns = ShipDesignQuestMediumCravers01 x 1

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:57:862STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000017D, Ticket: 000000F0

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:57:963STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000180, Ticket: 000000F2

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:57:995STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:39:58:028STACK[Curiosities] Spawned Curiosity #1828 (Curiosity_Loot_Lifeform_Era2) on Elyon II(Planet 1)

DepartmentOfTheInterior+c__Iterator1E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:062STACK[Curiosities] Spawned Curiosity #1829 (Curiosity_Loot_Signal_Era2) on Leo I(Planet 0)

DepartmentOfTheInterior+c__Iterator1E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:096STACK[Curiosities] Spawned Curiosity #1830 (Curiosity_Loot_Underground_Era2) on Nair II(Planet 1)

DepartmentOfTheInterior+c__Iterator1E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:129STACK[Curiosities] Spawned Curiosity #1831 (Curiosity_Loot_Signal_Era2) on Leo I(Planet 0)

DepartmentOfTheInterior+c__Iterator1E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:162STACK[Curiosities] Spawned Curiosity #1832 (Curiosity_Loot_Underground_Era2) on Nair II(Planet 1)

DepartmentOfTheInterior+c__Iterator1E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:195STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000187, Ticket: 000000F3

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:228STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000188, Ticket: 000000F4

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:263STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000189, Ticket: 000000F5

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:297STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000018A, Ticket: 000000F6

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:328STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000018B, Ticket: 000000F7

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:362STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000018C, Ticket: 000000F8

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:395STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000018D, Ticket: 000000F9

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:463STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000018F, Ticket: 000000FA

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:495STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000190, Ticket: 000000FB, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:528STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000191, Ticket: 000000FC, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:561STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000192, Ticket: 000000FD, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:595STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000193, Ticket: 000000FE, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:633STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000194, Ticket: 000000FF, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:58:662STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000195, Ticket: 00000100, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:59:296STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000196, [Empire4], Entity index: 12

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:39:59:463STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000197, [Empire0], ConstructibleElementName: TechnologyDefinitionScienceAndExploration4, ConstructionGameEntityGUID: 1836, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:00:194STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:00:210STACKGameServerState_Turn_AI_PrepareSync

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

20:40:00:310STACKGameServerState_Turn_AI_Sync

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

20:40:00:460STACKGameServerState_Turn_Main

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

20:40:00:593STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:00:593STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 2)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:00:626STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000198, Ticket: 00000101, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:00:660STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000199, Ticket: 00000102, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:00:694STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#0000019A, Ticket: 00000103, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:00:793STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000019D, Ticket: 00000105

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:00:826STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#0000019E, Ticket: 00000106, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:00:860STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#0000019F, Ticket: 00000107, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:00:927STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000001A1, Ticket: 00000109, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:01:246STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

20:40:01:383STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:01:410STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:01:479STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000001A6, Ticket: 0000010E, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:01:494STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:01:511STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:03:593STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:03:609STACKGameServerState_Turn_AI_PrepareSync

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

20:40:03:709STACKGameServerState_Turn_AI_Sync

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

20:40:04:327STACKGameServerState_Turn_Main

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

20:40:04:543STACK[AI0] Sync took 0.9370536 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:04:543STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 2)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:04:577STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000001A8, Ticket: 00000110, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:05:243STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:06:231STACKCan't find network achievement: DISCOVER_ACADEMY_WITH_HERO

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventStarSystemNodeDiscovered(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
StarSystemNode:NotifyDiscovery(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityExploration:SetState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:GalaxyNodeVisibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
VisibilityController:RefreshVisibility()
VisibilityController:Update()

20:40:06:510STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001AD, [Empire0], Entity index: 13

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:07:443STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:07:459STACKGameServerState_Turn_AI_PrepareSync

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

20:40:07:560STACKGameServerState_Turn_AI_Sync

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

20:40:07:693STACKGameServerState_Turn_Main

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

20:40:07:843STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:07:843STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 2)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:08:633STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:08:880STACKBegin encounter simulation ignition 10438

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:09:228STACKEnd encounter simulation ignition 10440

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:09:453STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Vorta I

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:40:09:453STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:09:678STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:09:678STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:09:752STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Vorta II

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:40:09:834STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:09:929STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Vorta III

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:40:10:174STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:10:175STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:10:526STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:10:526STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:10:676STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:10:676STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:10:792STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:10:793STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:10:842STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:10:842STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:10:892STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:10:892STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:10:941STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:10:948STACKGameServerState_Turn_AI_PrepareSync

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

20:40:10:959STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:11:042STACKGameServerState_Turn_AI_Sync

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

20:40:11:175STACKGameServerState_Turn_Main

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

20:40:11:326STACK[AI0] Sync took 0.402023 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:11:326STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 2)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:12:026STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:14:227STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:14:243STACKGameServerState_Turn_AI_PrepareSync

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

20:40:14:343STACKGameServerState_Turn_AI_Sync

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

20:40:14:477STACKGameServerState_Turn_Main

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

20:40:14:626STACK[AI0] Sync took 0.4070233 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:14:626STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 2)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:15:426STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:18:426STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:18:427STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:18:626STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:18:643STACKGameServerState_Turn_AI_PrepareSync

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

20:40:18:743STACKGameServerState_Turn_AI_Sync

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

20:40:18:877STACKGameServerState_Turn_Main

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

20:40:19:027STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:19:028STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 2)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:19:926STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:21:709STACKGameClientState_Turn_Finished

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

20:40:21:743STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:21:759STACKGameServerState_Turn_Finished

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

20:40:21:760STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:21:826STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:21:926STACKGameClientState_Turn_FinishedAndLocked

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

20:40:21:978STACKDisposing ServerEncounter 1837

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:21:978STACKGameServerState_Turn_Elections

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

20:40:21:978STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:21:993STACKGameClientState_Turn_Elections

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

20:40:22:126STACKGameClientState_Turn_ElectionsFinished

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

20:40:22:176STACKGameServerState_Turn_End

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

20:40:22:252STACKGameServerState_Turn_Ended

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

20:40:22:252STACKGameClientState_Turn_End

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

20:40:22:252STACKCan't get network statistic: TURNS_PLAYED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:253STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:253STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:253STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:253STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:253STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:253STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:253STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:253STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:253STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:254STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:254STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:254STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:254STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:254STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:254STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:254STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:254STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:254STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:255STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:255STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:255STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:275STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:275STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.09 Politics03 = 0.09 Politics04 = 0.18 Politics05 = 0.64 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 11.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:300STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.06 Politics02 = 0.47 Politics03 = 0.00 Politics04 = 0.24 Politics05 = 0.12 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 34.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:322STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.12 Politics02 = 0.15 Politics03 = 0.21 Politics04 = 0.15 Politics05 = 0.00 Politics06 = 0.37 Politics00 = 0.00 TOTAL_SCORE = 26.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:350STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.37 Politics02 = 0.06 Politics03 = 0.06 Politics04 = 0.11 Politics05 = 0.15 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 27.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:369STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.00 Politics02 = 0.13 Politics03 = 0.07 Politics04 = 0.64 Politics05 = 0.16 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 28.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:397STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.25 Politics02 = 0.00 Politics03 = 0.00 Politics04 = 0.63 Politics05 = 0.06 Politics06 = 0.06 Politics00 = 0.00 TOTAL_SCORE = 32.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:416STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.00 Politics02 = 0.00 Politics03 = 0.37 Politics04 = 0.39 Politics05 = 0.15 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 20.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:535STACKGameClientState_Turn_Ended

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

20:40:22:535STACK[ChatMessage] RECV: l:/_turn/3 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:677STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000001C2, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:759STACKGameServerState_CheckForGameEndingConditions

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

20:40:22:859STACKGameServerState_Turn_Dump

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

20:40:22:876STACKGameClientState_Turn_ClearEntityActions

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

20:40:22:892STACKGameClientState_Turn_Dump

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

20:40:22:893STACKGameClientState_Turn_Dump_Finished

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

20:40:22:893STACKOrder history flushed.

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

20:40:22:926STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:22:926STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:23:714STACKGameServerState_Autosave

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

20:40:23:714STACK[ChatMessage] RECV: l:/_turn/3 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:23:722STACKGameServerState_Transition

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

20:40:23:722STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:23:722STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:23:757STACKGameServerState_Turn_Begin

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

20:40:24:076STACKGameServerState_Turn_AI_Begin

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

20:40:24:076STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:24:226STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:24:726STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:24:742STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:24:770STACKGameClientState_Turn_Begin

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

20:40:24:826STACK[AI0] Sync took 0.6000343 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:24:826STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 3)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:24:826STACK[AI0] Cancel Fleet mission without fleet Find all nodes in constellation 49

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Explore:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:24:826STACK[AI0] TaskFailed Find all nodes in constellation/ 49

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:25:409STACKGameClientState_Turn_Main

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

20:40:25:459STACKGameServerState_Turn_Main

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

20:40:25:459STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:25:475STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001C7, Ticket: 00000127

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:25:509STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001C8, Ticket: 00000128

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:25:909STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001D4, [Empire1], Entity index: 17

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:26:059STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001D5, [Empire6], Entity index: 18

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:26:427STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:26:459STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000001D6, Ticket: 00000133, [Empire1], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment3, ConstructionGameEntityGUID: 1842, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:26:492STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000001D7, Ticket: 00000134, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:26:559STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000001D9, Ticket: 00000136, [Empire2], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade3, ConstructionGameEntityGUID: 1846, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:26:625STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000001DB, Ticket: 00000138, [Empire3], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment3, ConstructionGameEntityGUID: 1848, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:26:659STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000001DC, Ticket: 00000139, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:26:693STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000001DD, Ticket: 0000013A, [Empire3], ShipGUIDs: 1818 , HeroGUID: 0, Position: NodeIndex:118, FleetGUID: 1851

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:26:775STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000001DF, Ticket: 0000013C, [Empire4], ConstructibleElementName: TechnologyDefinitionScienceAndExploration3, ConstructionGameEntityGUID: 1853, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:26:842STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000001E1, Ticket: 0000013E, [Empire5], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade3, ConstructionGameEntityGUID: 1854, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:26:875STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000001E2, Ticket: 0000013F, [Empire5], ShipGUIDs: 1822 , HeroGUID: 0, Position: NodeIndex:32, FleetGUID: 1855

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:26:942STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000001E4, Ticket: 00000141, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:26:975STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000001E5, Ticket: 00000142, [Empire6], ConstructibleElementName: TechnologyDefinitionUnique1Venetians, ConstructionGameEntityGUID: 1859, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:27:375STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E6, [Empire5], Entity index: 18

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:27:426STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E7, [Empire3], Entity index: 22

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:28:626STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:28:643STACKGameServerState_Turn_AI_PrepareSync

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

20:40:28:742STACKGameServerState_Turn_AI_Sync

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

20:40:28:892STACKGameServerState_Turn_Main

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

20:40:29:026STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:29:026STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 3)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:29:226STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001ED, Ticket: 00000148

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:29:259STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001EE, Ticket: 00000149

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:29:292STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001EF, Ticket: 0000014A

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:29:325STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000001F0, Ticket: 0000014B

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:29:359STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000001F1, Ticket: 0000014C

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:29:393STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000001F2, Ticket: 0000014D

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:29:826STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:30:110STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001FF, Ticket: 00000159

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:30:143STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000200, Ticket: 0000015A

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:30:909STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000201, [Empire4], Entity index: 19

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:31:626STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000202, [Empire3], Entity index: 26

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:32:026STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:32:043STACKGameServerState_Turn_AI_PrepareSync

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

20:40:32:143STACKGameServerState_Turn_AI_Sync

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

20:40:32:276STACKGameServerState_Turn_Main

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

20:40:32:427STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:32:427STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 3)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:33:226STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:33:293STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000204, Ticket: 0000015C, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:33:393STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000207, Ticket: 0000015F, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:35:426STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:35:442STACKGameServerState_Turn_AI_PrepareSync

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

20:40:35:542STACKGameServerState_Turn_AI_Sync

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

20:40:35:693STACKGameServerState_Turn_Main

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

20:40:35:826STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:35:826STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 3)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:37:091STACK[AI0] [empire1]No fleet attached Guard System 116 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:091STACK[AI0] Cancel Fleet mission without fleet Guard System 116

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:092STACK[AI0] Cancel Fleet mission without fleet Guard System 116

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:092STACK[AI0] TaskFailed Guard System/ 116

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:092STACK[AI0] [empire1]No fleet attached Guard System 117 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:092STACK[AI0] Cancel Fleet mission without fleet Guard System 117

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:092STACK[AI0] Cancel Fleet mission without fleet Guard System 117

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:092STACK[AI0] TaskFailed Guard System/ 117

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:092STACK[AI0] [empire1]No fleet attached Guard System 118 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:092STACK[AI0] Cancel Fleet mission without fleet Guard System 118

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:092STACK[AI0] Cancel Fleet mission without fleet Guard System 118

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:092STACK[AI0] TaskFailed Guard System/ 118

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:093STACK[AI0] [empire1]No fleet attached Guard System 119 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:093STACK[AI0] Cancel Fleet mission without fleet Guard System 119

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:093STACK[AI0] Cancel Fleet mission without fleet Guard System 119

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:093STACK[AI0] TaskFailed Guard System/ 119

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:093STACK[AI0] [empire1]No fleet attached Return to base for upgrade 122 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:093STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 122

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:093STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 122

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:093STACK[AI0] TaskFailed Return to base for upgrade/ 122

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:37:143STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:39:343STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:39:359STACKGameServerState_Turn_AI_PrepareSync

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

20:40:39:459STACKGameServerState_Turn_AI_Sync

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

20:40:39:709STACKGameServerState_Turn_Main

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

20:40:39:842STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:39:842STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 3)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:40:643STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:40:643STACK[AI0] [empire3]No fleet attached Guard System 114 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:643STACK[AI0] Cancel Fleet mission without fleet Guard System 114

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:643STACK[AI0] Cancel Fleet mission without fleet Guard System 114

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:644STACK[AI0] TaskFailed Guard System/ 114

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:644STACK[AI0] [empire3]No fleet attached Guard System 115 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:644STACK[AI0] Cancel Fleet mission without fleet Guard System 115

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:644STACK[AI0] Cancel Fleet mission without fleet Guard System 115

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:644STACK[AI0] TaskFailed Guard System/ 115

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:644STACK[AI0] [empire3]No fleet attached Front Attack system 116 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:644STACK[AI0] Cancel Fleet mission without fleet Front Attack system 116

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:644STACK[AI0] Cancel Fleet mission without fleet Front Attack system 116

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_AttackSystem:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:644STACK[AI0] TaskFailed Front Attack system/ 116

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:644STACK[AI0] [empire3]No fleet attached Return to base for upgrade 118 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:645STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 118

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:645STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 118

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:645STACK[AI0] TaskFailed Return to base for upgrade/ 118

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:645STACK[AI0] [empire5]No fleet attached Guard System 124 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:645STACK[AI0] Cancel Fleet mission without fleet Guard System 124

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:645STACK[AI0] Cancel Fleet mission without fleet Guard System 124

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:645STACK[AI0] TaskFailed Guard System/ 124

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:645STACK[AI0] [empire5]No fleet attached Guard System 125 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:645STACK[AI0] Cancel Fleet mission without fleet Guard System 125

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:645STACK[AI0] Cancel Fleet mission without fleet Guard System 125

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:646STACK[AI0] TaskFailed Guard System/ 125

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:646STACK[AI0] [empire5]No fleet attached Return to base for upgrade 127 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:646STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 127

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:646STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 127

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:40:646STACK[AI0] TaskFailed Return to base for upgrade/ 127

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:40:42:843STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:42:859STACKGameServerState_Turn_AI_PrepareSync

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

20:40:42:959STACKGameServerState_Turn_AI_Sync

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

20:40:43:093STACKGameServerState_Turn_Main

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

20:40:43:243STACK[AI0] Sync took 0.4060232 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:43:243STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 3)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:43:509STACKGameClientState_Turn_Finished

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

20:40:43:543STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:042STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:44:075STACKGameServerState_Turn_Finished

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

20:40:44:075STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:142STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:243STACKGameClientState_Turn_FinishedAndLocked

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

20:40:44:293STACKGameServerState_Turn_Elections

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

20:40:44:293STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:309STACKGameClientState_Turn_Elections

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

20:40:44:443STACKGameClientState_Turn_ElectionsFinished

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

20:40:44:492STACKGameServerState_Turn_End

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

20:40:44:569STACKGameServerState_Turn_Ended

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

20:40:44:569STACKGameClientState_Turn_End

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

20:40:44:569STACKCan't get network statistic: TURNS_PLAYED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:569STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:569STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:569STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:569STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:569STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:570STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:570STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:570STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:570STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:570STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:570STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:570STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:570STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:570STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:571STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:571STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:571STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:571STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:571STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:571STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:571STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:591STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:592STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.13 Politics03 = 0.09 Politics04 = 0.17 Politics05 = 0.61 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 11.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:614STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.05 Politics02 = 0.46 Politics03 = 0.05 Politics04 = 0.22 Politics05 = 0.11 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 37.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:632STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.12 Politics02 = 0.15 Politics03 = 0.21 Politics04 = 0.15 Politics05 = 0.00 Politics06 = 0.37 Politics00 = 0.00 TOTAL_SCORE = 26.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:654STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.37 Politics02 = 0.06 Politics03 = 0.06 Politics04 = 0.11 Politics05 = 0.15 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 27.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:674STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.00 Politics02 = 0.12 Politics03 = 0.13 Politics04 = 0.60 Politics05 = 0.15 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 30.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:708STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.21 Politics02 = 0.00 Politics03 = 0.10 Politics04 = 0.59 Politics05 = 0.05 Politics06 = 0.05 Politics00 = 0.00 TOTAL_SCORE = 39.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:727STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.00 Politics02 = 0.00 Politics03 = 0.37 Politics04 = 0.39 Politics05 = 0.15 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 20.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:864STACKGameClientState_Turn_Ended

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

20:40:44:864STACKDisposing Encounter 1837

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:864STACK[ChatMessage] RECV: l:/_turn/4 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:44:992STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000020F, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:45:076STACKGameServerState_CheckForGameEndingConditions

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

20:40:45:175STACKGameServerState_Turn_Dump

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

20:40:45:192STACKGameClientState_Turn_ClearEntityActions

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

20:40:45:209STACKGameClientState_Turn_Dump

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

20:40:45:209STACKGameClientState_Turn_Dump_Finished

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

20:40:45:209STACKOrder history flushed.

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

20:40:45:242STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:45:242STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:45:692STACKGameServerState_Autosave

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

20:40:45:692STACK[ChatMessage] RECV: l:/_turn/4 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:45:704STACKGameServerState_Transition

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

20:40:45:704STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:45:704STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:45:749STACKGameServerState_Turn_Begin

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

20:40:46:392STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000216, [Empire7], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:425STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000217, [Empire8], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:459STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000218, [Empire9], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:492STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000219, [Empire10], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:525STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000021A, [Empire11], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:559STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000021B, [Empire12], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:592STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000021C, [Empire13], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:625STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000021D, [Empire14], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:659STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000021E, [Empire15], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:692STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000021F, [Empire16], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:725STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000220, [Empire17], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:758STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000221, [Empire18], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:791STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000222, [Empire19], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:825STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000223, [Empire20], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:858STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000224, [Empire21], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:892STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000225, [Empire22], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:925STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000226, [Empire23], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:46:959STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000227, [Empire24], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:47:009STACKGameServerState_Turn_AI_Begin

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

20:40:47:009STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:47:143STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:47:543STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:47:559STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:47:583STACKGameClientState_Turn_Begin

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

20:40:47:643STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:47:643STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 4)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:48:327STACKGameClientState_Turn_Main

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

20:40:48:350STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.

DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticPressureEffect:End(System.Reflection.ParameterInfo)
DiplomaticPressureEffect:RequestEnd()
DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
Fleet:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
VisibilityController:RefreshVisibility()
VisibilityController:Update()

20:40:48:377STACKGameServerState_Turn_Main

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

20:40:48:377STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:48:393STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000228, Ticket: 00000167

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:48:443STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:48:926STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000238, Ticket: 00000176, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:48:979STACKOrder Processor :[Order] OrderAssimilatePopulation::DepartmentOfTheInterior/OrderAssimilatePopulation#00000239, Ticket: 00000177, [Empire4], EmpireIndex: 4, AssimilatedPopulationAffinity: AffinityZvali

DepartmentOfTheInterior+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:49:010STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000023A, Ticket: 00000178, [Empire5], ShipGUIDs: 1858 , HeroGUID: 0, Position: NodeIndex:32, FleetGUID: 1878

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:49:043STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000023B, Ticket: 00000179, [Empire5], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment1, ConstructionGameEntityGUID: 1879, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:49:143STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000023E, [Empire3], Entity index: 33

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:49:176STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000023F, [Empire5], Entity index: 25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:49:210STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000240, [Empire5], Entity index: 24

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:49:243STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000241, [Empire6], Entity index: 23

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:49:276STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000242, [Empire3], Entity index: 34

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:50:243STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000243, [Empire4], Entity index: 22

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:50:643STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:50:659STACKGameServerState_Turn_AI_PrepareSync

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

20:40:50:760STACKGameServerState_Turn_AI_Sync

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

20:40:50:926STACKGameServerState_Turn_Main

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

20:40:51:043STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:51:043STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 4)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:51:443STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000244, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:51:593STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Select(System.Reflection.ParameterInfo)
FleetDockingController:SelectArrivingFleet(System.Reflection.ParameterInfo)
FleetDockingController:Dock_OnDockedEntitiesCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:NotifyDockedEntitiesCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fleet:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fleet:OnMoveToEnd(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MoveToFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
MoveToFleetAction:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:51:610STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:40:51:626STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000246, [Empire0], Entity index: 17

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:51:843STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:52:776STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000254, Ticket: 00000189

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:52:809STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000255, Ticket: 0000018A

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:454STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:454STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:454STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:519STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000257, [Empire3]: System #1014

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:542STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000258, Ticket: 0000018B

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:582STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:582STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:582STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:592STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000259, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:659STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000025B, [Empire5]: System #1020

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:692STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000025C, Ticket: 0000018C

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:726STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000025D, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:876STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000260, [Empire5], Entity index: 28

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:53:909STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000261, [Empire6], Entity index: 25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:54:043STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:54:059STACKGameServerState_Turn_AI_PrepareSync

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

20:40:54:159STACKGameServerState_Turn_AI_Sync

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

20:40:54:309STACKGameServerState_Turn_Main

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

20:40:54:443STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:54:443STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 4)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:55:242STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:55:327STACK[Order] OrderColonizeWithDust::DepartmentOfTheInterior/OrderColonizeWithDust#00000263, Ticket: 0000018E, [Empire6], PlanetGUID: 314, FleetGUID: 0, ColonyShipGUID: 0, HangarGUID: 1898, ColonizedStarsystemGUID: 1897, ColonizedPlanetGUID: 1899, PropagandaGUID: 1900, MoneyCost: 200.5713

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator10:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:55:327STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator10:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:55:327STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator10:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:55:327STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator12:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:55:426STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000266, [Empire6]: System #1023

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:55:459STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000267, Ticket: 00000190

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:55:492STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000268, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:56:798STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:56:798STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:56:798STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:56:866STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000026D, [Empire5]: System #1020

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:56:892STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000026E, Ticket: 00000193

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:56:926STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000026F, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:56:959STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000270, Ticket: 00000194

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:40:57:442STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:57:459STACKGameServerState_Turn_AI_PrepareSync

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

20:40:57:559STACKGameServerState_Turn_AI_Sync

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

20:40:57:709STACKGameServerState_Turn_Main

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

20:40:57:843STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:57:843STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 4)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:58:642STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:40:58:676STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000272, Ticket: 00000195, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:00:842STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:00:859STACKGameServerState_Turn_AI_PrepareSync

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

20:41:00:909STACKGameClientState_Turn_Finished

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

20:41:00:959STACKGameServerState_Turn_AI_Sync

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

20:41:01:092STACKGameServerState_Turn_Main

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

20:41:01:092STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:01:242STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:01:242STACK[AI0] [MainState] Start decision number 5 (state: OthersWantToEndTheTurn, turn: 4)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:01:275STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000274, Ticket: 00000197, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:01:375STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000277, Ticket: 00000198

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:01:975STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000278, Ticket: 00000199, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:02:042STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:02:075STACKGameServerState_Turn_Finished

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

20:41:02:075STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:558STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:659STACKGameClientState_Turn_FinishedAndLocked

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

20:41:03:708STACKGameServerState_Turn_Elections

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

20:41:03:709STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:725STACKGameClientState_Turn_Elections

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

20:41:03:858STACKGameClientState_Turn_ElectionsFinished

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

20:41:03:908STACKGameServerState_Turn_End

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

20:41:03:985STACKGameServerState_Turn_Ended

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

20:41:03:986STACKGameClientState_Turn_End

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

20:41:03:986STACKCan't get network statistic: TURNS_PLAYED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:986STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:986STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:986STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:986STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:986STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:986STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:986STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:987STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:987STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:987STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:987STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:987STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:987STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:987STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:987STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:988STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:988STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:988STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:988STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:988STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:03:988STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:045STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:045STACKCan't find network achievement: RESEARCH_QUADRANT_SCIENCEANDEXPLORATION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventTechnologyUnlocked(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:045STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.11 Politics03 = 0.07 Politics04 = 0.30 Politics05 = 0.52 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 13.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:045STACKCan't get network statistic: MAX_HERO_LEVEL

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
Hero:UpdateLevel()
Hero:ComputePerTurnProperties()
DepartmentOfEducation+c__IteratorE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:046STACKCan't get network statistic: MAX_HERO_LEVEL

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
Hero:UpdateLevel()
Hero:ComputePerTurnProperties()
DepartmentOfEducation+c__IteratorE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:046STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
Hero:UpdateLevel()
Hero:ComputePerTurnProperties()
DepartmentOfEducation+c__IteratorE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:046STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...

DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Dispose()
DepartmentOfForeignAffairs+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:046STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...

DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo)
DiplomaticPressureEffectContext:Dispose()
DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
DiplomaticPressureEffect:Dispose()
DepartmentOfForeignAffairs+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:077STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.04 Politics02 = 0.48 Politics03 = 0.08 Politics04 = 0.21 Politics05 = 0.10 Politics06 = 0.08 Politics00 = 0.00 TOTAL_SCORE = 48.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:104STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.10 Politics02 = 0.14 Politics03 = 0.22 Politics04 = 0.21 Politics05 = 0.00 Politics06 = 0.33 Politics00 = 0.00 TOTAL_SCORE = 29.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:132STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.43 Politics02 = 0.05 Politics03 = 0.05 Politics04 = 0.10 Politics05 = 0.13 Politics06 = 0.23 Politics00 = 0.00 TOTAL_SCORE = 30.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:174STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.00 Politics02 = 0.03 Politics03 = 0.11 Politics04 = 0.70 Politics05 = 0.16 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 18.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:174STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.26 Politics02 = 0.04 Politics03 = 0.08 Politics04 = 0.47 Politics05 = 0.08 Politics06 = 0.08 Politics00 = 0.00 TOTAL_SCORE = 53.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:194STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.06 Politics02 = 0.12 Politics03 = 0.29 Politics04 = 0.37 Politics05 = 0.09 Politics06 = 0.06 Politics00 = 0.00 TOTAL_SCORE = 32.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:744STACKGameClientState_Turn_Ended

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

20:41:04:744STACK[ChatMessage] RECV: l:/_turn/5 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:876STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000027B, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:04:959STACKGameServerState_CheckForGameEndingConditions

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

20:41:05:059STACKGameServerState_Turn_Dump

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

20:41:05:076STACKGameClientState_Turn_ClearEntityActions

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

20:41:05:092STACKGameClientState_Turn_Dump

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

20:41:05:092STACKGameClientState_Turn_Dump_Finished

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

20:41:05:093STACKOrder history flushed.

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

20:41:05:126STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:05:126STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:05:580STACKGameServerState_Autosave

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

20:41:05:580STACK[ChatMessage] RECV: l:/_turn/5 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:05:588STACKGameServerState_Transition

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

20:41:05:588STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:05:588STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:05:625STACKGameServerState_Turn_Begin

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

20:41:06:409STACKGameServerState_Turn_AI_Begin

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

20:41:06:409STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:06:526STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:06:926STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:06:926STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:06:956STACKGameClientState_Turn_Begin

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

20:41:07:027STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:07:027STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 5)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:07:743STACKGameClientState_Turn_Main

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

20:41:07:793STACKGameServerState_Turn_Main

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

20:41:07:793STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:07:810STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000285, Ticket: 0000019B

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:07:843STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000286, Ticket: 0000019C

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:07:876STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000287, Ticket: 0000019D

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:07:909STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000288, Ticket: 0000019E

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:07:942STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000289, Ticket: 0000019F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:07:976STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000028A, Ticket: 000001A0

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:08:010STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000028B, Ticket: 000001A1

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:08:043STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000028C, Ticket: 000001A2

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:08:210STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000291, Ticket: 000001A7, [Empire5], ShipGUIDs: 1869 , HeroGUID: 0, Position: NodeIndex:32, FleetGUID: 1910

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:08:226STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:08:276STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000293, Ticket: 000001A9, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:08:443STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000298, Ticket: 000001AE, [Empire1], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade1, ConstructionGameEntityGUID: 1911, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:08:510STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000029A, Ticket: 000001B0, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:08:543STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000029B, Ticket: 000001B1, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:08:577STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#0000029C, Ticket: 000001B2, [Empire2], ShipsGUID: 1336

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:08:643STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000029E, Ticket: 000001B4, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:08:776STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000002A2, Ticket: 000001B8, [Empire4], ShipsGUID: 1376

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:08:810STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000002A3, Ticket: 000001B9, [Empire5], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade4, ConstructionGameEntityGUID: 1919, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:08:843STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002A4, Ticket: 000001BA, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:08:876STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002A5, Ticket: 000001BB, [Empire5], ShipGUIDs: 1869 , HeroGUID: 0, Position: NodeIndex:32, FleetGUID: 1922

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:09:026STACK[Order] OrderQueuePlanetColonizationConstruction::DepartmentOfIndustry/OrderQueuePlanetColonizationConstruction#000002A9, Ticket: 000001BF, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:09:148STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002AB, [Empire1], Entity index: 30

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:09:197STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002AC, [Empire3], Entity index: 42

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:09:944STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002AE, [Empire5], Entity index: 35

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:10:429STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:10:443STACKGameServerState_Turn_AI_PrepareSync

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

20:41:10:544STACKGameServerState_Turn_AI_Sync

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

20:41:10:693STACKGameServerState_Turn_Main

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

20:41:10:810STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002AF, [Empire6], Entity index: 32

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:10:826STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:10:826STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 5)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:11:629STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:11:660STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002B4, Ticket: 000001C6, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:12:644STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002B5, [Empire1], Entity index: 32

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:12:993STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000002B6, [Empire0], ConstructibleElementName: TechnologyDefinitionScienceAndExploration3, ConstructionGameEntityGUID: 1927, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:13:825STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:13:842STACKGameServerState_Turn_AI_PrepareSync

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

20:41:13:942STACKGameServerState_Turn_AI_Sync

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

20:41:14:092STACKGameServerState_Turn_Main

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

20:41:14:225STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:14:225STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 5)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:14:759STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

20:41:15:025STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:15:812STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002B9, Ticket: 000001C9, [Empire0], ShipGUIDs: 1772 , HeroGUID: 0, Position: NodeIndex:101, FleetGUID: 1928

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:15:826STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:41:17:225STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:17:242STACKGameServerState_Turn_AI_PrepareSync

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

20:41:17:342STACKGameServerState_Turn_AI_Sync

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

20:41:17:477STACKGameServerState_Turn_Main

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

20:41:17:627STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:17:627STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 5)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:18:525STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:18:942STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002BA, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:19:025STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:19:025STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:19:225STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:19:242STACKGameServerState_Turn_AI_PrepareSync

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

20:41:19:342STACKGameServerState_Turn_AI_Sync

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

20:41:19:491STACKGameServerState_Turn_Main

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

20:41:19:626STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:19:626STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 5)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:20:525STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:20:825STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:20:825STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:21:025STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:21:042STACKGameServerState_Turn_AI_PrepareSync

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

20:41:21:141STACKGameServerState_Turn_AI_Sync

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

20:41:21:275STACKGameServerState_Turn_Main

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

20:41:21:425STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:21:425STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 5)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:22:126STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:24:325STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:24:342STACKGameServerState_Turn_AI_PrepareSync

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

20:41:24:442STACKGameServerState_Turn_AI_Sync

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

20:41:24:675STACKGameServerState_Turn_Main

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

20:41:24:825STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:24:825STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 5)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:25:725STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:27:626STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000002BB, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:27:709STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002BD, [Empire0], Entity index: 20

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:41:27:726STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:27:726STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:27:926STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:27:942STACKGameServerState_Turn_AI_PrepareSync

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

20:41:28:042STACKGameServerState_Turn_AI_Sync

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

20:41:28:176STACKGameServerState_Turn_Main

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

20:41:28:326STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:28:326STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 5)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:29:069STACKUnload material AridPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

20:41:29:069STACKUnload material SteppesPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

20:41:29:226STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:30:549STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Lonica I

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:41:30:831STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Lonica II

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:41:31:133STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Lonica III

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:41:31:582STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 3/Lonica IV

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:41:35:941STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:35:941STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:36:141STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:36:157STACKGameServerState_Turn_AI_PrepareSync

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

20:41:36:257STACKGameServerState_Turn_AI_Sync

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

20:41:36:712STACKGameServerState_Turn_Main

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

20:41:36:874STACK[AI0] Sync took 0.7280417 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:36:874STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 5)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:37:674STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:41:49:396STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverview currentViewIndex=2 shipDesign=ShipDesign#1297

ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo)
ShipDesignBasePanel:Refresh()
ShipDesignOverviewPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AcademyScreen:OnInspectCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:41:49:397STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignBasePanel:Refresh()
ShipDesignOverviewPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AcademyScreen:OnInspectCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:41:49:397STACKCaching reflection information for target class 'AgePrimitiveLineRadial, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:InstantiateChild(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:ReserveChildren(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SkillTreeBasePanel:RefreshSkillTrees()
SkillTreeBasePanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AcademyScreen:OnInspectCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:41:49:398STACKUnload material AtollPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

20:41:49:398STACKUnload material LavaPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

20:41:49:398STACKUnload material TropicalPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

20:41:49:398STACKUnload material ForestPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

20:41:50:406STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

20:41:50:406STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignBasePanel:SpecificUpdate()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:41:50:575STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverview currentViewIndex=2

ShipDesignBasePanel:HideShipView()
ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
HeroOverviewPanel:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide()
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:OnEditSkillTreeCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:41:58:763STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverview currentViewIndex=2 shipDesign=ShipDesign#1297

ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo)
ShipDesignBasePanel:Refresh()
ShipDesignOverviewPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo)
GuiManager:HandleInput(System.Reflection.ParameterInfo)
Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo)
InputManager:HandleInput(System.Reflection.ParameterInfo)
Amplitude.Unity.Input.InputManager:Update()

20:41:58:763STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignBasePanel:Refresh()
ShipDesignOverviewPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo)
GuiManager:HandleInput(System.Reflection.ParameterInfo)
Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo)
InputManager:HandleInput(System.Reflection.ParameterInfo)
Amplitude.Unity.Input.InputManager:Update()

20:41:58:783STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

20:41:58:783STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignBasePanel:SpecificUpdate()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:41:59:651STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverview currentViewIndex=2

ShipDesignBasePanel:HideShipView()
ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
HeroOverviewPanel:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:41:59:651STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:UnloadHullSoundBank()
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:42:03:675STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:03:675STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:03:875STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:03:892STACKGameServerState_Turn_AI_PrepareSync

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

20:42:03:992STACKGameServerState_Turn_AI_Sync

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

20:42:04:125STACKGameServerState_Turn_Main

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

20:42:04:275STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:04:275STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 5)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:05:174STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:06:074STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:06:074STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:06:274STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:06:291STACKGameServerState_Turn_AI_PrepareSync

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

20:42:06:391STACKGameServerState_Turn_AI_Sync

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

20:42:06:524STACKGameServerState_Turn_Main

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

20:42:06:674STACK[AI0] Sync took 0.4060232 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:06:675STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 5)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:07:574STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:09:207STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

20:42:09:274STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:09:275STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:09:474STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:09:491STACKGameServerState_Turn_AI_PrepareSync

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

20:42:09:591STACKGameServerState_Turn_AI_Sync

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

20:42:09:725STACKGameServerState_Turn_Main

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

20:42:09:875STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:09:875STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 5)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:10:775STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:12:741STACKGameClientState_Turn_Finished

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

20:42:12:774STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:12:790STACKGameServerState_Turn_Finished

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

20:42:12:790STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:12:857STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:12:958STACKGameClientState_Turn_FinishedAndLocked

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

20:42:13:007STACKGameServerState_Turn_Elections

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

20:42:13:007STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:024STACKGameClientState_Turn_Elections

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

20:42:13:157STACKGameClientState_Turn_ElectionsFinished

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

20:42:13:208STACKGameServerState_Turn_End

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

20:42:13:270STACK[Order] OrderStartMarketplaceEvent::GameClient/OrderStartMarketplaceEvent#000002C3

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator47:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:368STACKGameServerState_Turn_Ended

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

20:42:13:368STACKGameClientState_Turn_End

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

20:42:13:368STACKCan't get network statistic: TURNS_PLAYED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:368STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:368STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:368STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:368STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:369STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:369STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:369STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:369STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:369STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:369STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:369STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:369STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:369STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:370STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:370STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:370STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:370STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:370STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:370STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:370STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:370STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:405STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:405STACK[Psy] Mothership.AddPopulation() => newPopulationCreated

Mothership:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateEmptyMothership(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateShip(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateShipInGarrison(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense:DepartmentOfDefense_ShipDesignConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:405STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.09 Politics03 = 0.06 Politics04 = 0.24 Politics05 = 0.61 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 16.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:434STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:42:13:434STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.08 Politics02 = 0.46 Politics03 = 0.08 Politics04 = 0.20 Politics05 = 0.10 Politics06 = 0.08 Politics00 = 0.00 TOTAL_SCORE = 50.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:455STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.09 Politics02 = 0.12 Politics03 = 0.28 Politics04 = 0.18 Politics05 = 0.00 Politics06 = 0.32 Politics00 = 0.00 TOTAL_SCORE = 32.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:498STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.38 Politics02 = 0.08 Politics03 = 0.04 Politics04 = 0.12 Politics05 = 0.11 Politics06 = 0.27 Politics00 = 0.00 TOTAL_SCORE = 37.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:528STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.00 Politics02 = 0.04 Politics03 = 0.09 Politics04 = 0.74 Politics05 = 0.13 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 23.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:557STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.25 Politics02 = 0.04 Politics03 = 0.11 Politics04 = 0.45 Politics05 = 0.07 Politics06 = 0.07 Politics00 = 0.00 TOTAL_SCORE = 55.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:578STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.06 Politics02 = 0.11 Politics03 = 0.27 Politics04 = 0.34 Politics05 = 0.09 Politics06 = 0.13 Politics00 = 0.00 TOTAL_SCORE = 35.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:702STACKGameClientState_Turn_Ended

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

20:42:13:702STACK[ChatMessage] RECV: l:/_turn/6 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:761STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#000002C4, [Empire3], ColonizedStarSystemGUID: 1758, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:924STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002C7, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:13:961STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002C8, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:14:090STACKGameServerState_CheckForGameEndingConditions

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

20:42:14:190STACKGameServerState_Turn_Dump

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

20:42:14:207STACKGameClientState_Turn_ClearEntityActions

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

20:42:14:224STACKGameClientState_Turn_Dump

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

20:42:14:224STACKGameClientState_Turn_Dump_Finished

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

20:42:14:224STACKOrder history flushed.

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

20:42:14:257STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:14:257STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:14:722STACKGameServerState_Autosave

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

20:42:14:722STACK[ChatMessage] RECV: l:/_turn/6 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:14:733STACKGameServerState_Transition

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

20:42:14:733STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:14:733STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:14:778STACKGameServerState_Turn_Begin

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

20:42:15:608STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002D0, [Empire7], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:15:641STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002D1, [Empire8], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:15:675STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002D2, [Empire9], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:15:708STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002D3, [Empire10], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:15:745STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#000002D4, [Empire10], GUID = 1940, ShipDesigns = MFPrimitiveSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:15:775STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002D5, [Empire10], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -246.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:15:842STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002D7, [Empire11], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:15:875STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002D8, [Empire12], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:15:908STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#000002D9, [Empire12], GUID = 1941, ShipDesigns = MFPrimitiveSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:15:942STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002DA, [Empire12], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -246.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:008STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002DC, [Empire13], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:041STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002DD, [Empire14], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:075STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002DE, [Empire15], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:108STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#000002DF, [Empire15], GUID = 1942, ShipDesigns = MFPrimitiveSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:141STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002E0, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -246.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:208STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002E2, [Empire16], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:241STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002E3, [Empire17], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:275STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#000002E4, [Empire17], GUID = 1943, ShipDesigns = MFPrimitiveSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:308STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002E5, [Empire17], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -246.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:375STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002E7, [Empire18], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:408STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002E8, [Empire19], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:442STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002E9, [Empire20], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:476STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#000002EA, [Empire20], GUID = 1944, ShipDesigns = MFPrimitiveSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:508STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002EB, [Empire20], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -246.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:575STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002ED, [Empire21], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:608STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002EE, [Empire22], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:642STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002EF, [Empire23], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:675STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002F0, [Empire24], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:725STACKGameServerState_Turn_AI_Begin

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

20:42:16:725STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:16:875STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:17:275STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:17:291STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:17:318STACKGameClientState_Turn_Begin

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

20:42:17:375STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:17:375STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 6)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:18:158STACKGameClientState_Turn_Main

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

20:42:18:208STACKGameServerState_Turn_Main

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

20:42:18:208STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:18:225STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002F1, Ticket: 000001CE

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:18:225STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 97

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:18:225STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:18:258STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002F2, Ticket: 000001CF

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:18:275STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:18:325STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002F4, Ticket: 000001D0

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:18:358STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002F5, Ticket: 000001D1

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:18:392STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002F6, Ticket: 000001D2

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:18:425STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000002F7, Ticket: 000001D3

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:18:457STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000002F8, Ticket: 000001D4

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:18:491STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000002F9, Ticket: 000001D5

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:18:657STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002FE, Ticket: 000001DA, [Empire3], ShipGUIDs: 1918 , HeroGUID: 0, Position: NodeIndex:118, FleetGUID: 1960

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:18:957STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000307, Ticket: 000001E3, [Empire1], ConstructibleElementName: TechnologyDefinitionScienceAndExploration25, ConstructionGameEntityGUID: 1962, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:18:991STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000308, Ticket: 000001E4, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:024STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000309, Ticket: 000001E5, [Empire2], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment2, ConstructionGameEntityGUID: 1965, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:057STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000030A, Ticket: 000001E6, [Empire3], ConstructibleElementName: TechnologyDefinitionMilitary1, ConstructionGameEntityGUID: 1966, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:124STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000030C, Ticket: 000001E8, [Empire3], ShipGUIDs: 1918 , HeroGUID: 0, Position: NodeIndex:118, FleetGUID: 1968

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:157STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#0000030D, Ticket: 000001E9, [Empire3]: StarSystemGUID: 1758, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:191STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000030E, Ticket: 000001EA, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:224STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#0000030F, Ticket: 000001EB, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__IteratorE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:257STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000310, Ticket: 000001EC, [Empire4], ConstructibleElementName: TechnologyDefinitionUnique1Horatio, ConstructionGameEntityGUID: 1971, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:357STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000313, Ticket: 000001EF, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:391STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000314, Ticket: 000001F0, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:457STACK[Order] OrderCreateTimeBubble::DepartmentOfTheInterior/OrderCreateTimeBubble#00000315, Ticket: 000001F1, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:470STACK[Empire 5] OrderCreateTimeBubble preprocessor failed: Insufficient TimeBubbleAcceleratingTime stock

DepartmentOfTheInterior:CreateTimeBubblePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:470STACK[AI0] TaskFailed Deploy Singularity to node/ 159

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:470STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfTheInterior/OrderCreateTimeBubble

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:491STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000316, Ticket: 000001F3, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:524STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000317, Ticket: 000001F4, [Empire6], ConstructibleElementName: TechnologyDefinitionScienceAndExploration25, ConstructionGameEntityGUID: 1979, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:579STACK[Order] OrderColonizeWithDust::DepartmentOfTheInterior/OrderColonizeWithDust#00000318, Ticket: 000001F5, [Empire6], PlanetGUID: 318, FleetGUID: 0, ColonyShipGUID: 0, HangarGUID: 1981, ColonizedStarsystemGUID: 1980, ColonizedPlanetGUID: 1982, PropagandaGUID: 1983, MoneyCost: 310.2333

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator10:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:579STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator10:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:579STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator10:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:579STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator12:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:787STACKCancelling actions on Aldebaran (821) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:812STACKCancelling actions on Lonica (530) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:841STACKCancelling actions on Jovanus (803) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:19:941STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000323, [Empire3]: System #1758

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:20:041STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000326, [Empire6]: System #1023

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:20:074STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000327, Ticket: 000001FD

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:20:108STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000328, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:20:141STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000329, [Empire1], Entity index: 38

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:20:175STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000032A, [Empire3], Entity index: 50

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:20:375STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:20:391STACKGameServerState_Turn_AI_PrepareSync

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

20:42:20:491STACKGameServerState_Turn_AI_Sync

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

20:42:20:741STACKGameServerState_Turn_Main

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

20:42:20:757STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000330, [Empire26], Entity index: 5

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:20:791STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000331, [Empire26], Entity index: 4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:20:875STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:20:875STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 6)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:21:191STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000332, [Empire4], Entity index: 33

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:21:574STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:21:591STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 120

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:21:591STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:21:941STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Select(System.Reflection.ParameterInfo)
FleetDockingController:SelectArrivingFleet(System.Reflection.ParameterInfo)
FleetDockingController:Dock_OnDockedEntitiesCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:NotifyDockedEntitiesCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fleet:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fleet:OnMoveToEnd(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MoveToFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
MoveToFleetAction:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:21:958STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:42:21:974STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000339, [Empire0], Entity index: 26

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:23:157STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000033B, Ticket: 00000208

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:23:524STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000033C, [Empire3], Entity index: 53

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:23:774STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:23:791STACKGameServerState_Turn_AI_PrepareSync

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

20:42:23:890STACKGameServerState_Turn_AI_Sync

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

20:42:24:041STACKGameServerState_Turn_Main

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

20:42:24:174STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:24:174STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 6)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:24:874STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:24:891STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 121

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:24:891STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:26:191STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

20:42:26:426STACK[EmpireImprovement] Failed to apply 'EmpireImprovementCuriosityLinkMilitary29To32' on Empire 3

DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo)
Empire:NotifyUnlock(System.Reflection.ParameterInfo)
DroppableReferenceUnlock:IDroppableWithRewardAllocation.AllocateRewardTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CuriosityEffectDefinition_Droplist:Apply(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CuriosityDefinition:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:Discover(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:DiscoverWithFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ExpeditionFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:26:482STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:26:482STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:26:482STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:26:541STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000347, [Empire4]: System #1017

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:26:574STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000348, Ticket: 00000212

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:26:607STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000349, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:27:074STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:27:091STACKGameServerState_Turn_AI_PrepareSync

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

20:42:27:191STACKGameServerState_Turn_AI_Sync

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

20:42:27:257STACKGameServerState_Turn_Main

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

20:42:27:341STACKGameServerState_Turn_AI_PrepareSync

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

20:42:27:441STACKGameServerState_Turn_AI_Sync

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

20:42:27:557STACKGameServerState_Turn_Main

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

20:42:27:775STACK[AI0] Sync took 0.70004 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:27:775STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 6)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:28:474STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:28:474STACK[AI0] [empire6]No fleet attached Guard System 107 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:474STACK[AI0] Cancel Fleet mission without fleet Guard System 107

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:475STACK[AI0] Cancel Fleet mission without fleet Guard System 107

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:475STACK[AI0] TaskFailed Guard System/ 107

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:475STACK[AI0] [empire6]No fleet attached Guard System 108 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:475STACK[AI0] Cancel Fleet mission without fleet Guard System 108

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:475STACK[AI0] Cancel Fleet mission without fleet Guard System 108

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:475STACK[AI0] TaskFailed Guard System/ 108

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:475STACK[AI0] [empire6]No fleet attached Return to base for upgrade 112 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:475STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 112

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:475STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 112

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:475STACK[AI0] TaskFailed Return to base for upgrade/ 112

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:475STACK[AI0] [empire6]No fleet attached Guard System 118 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:476STACK[AI0] Cancel Fleet mission without fleet Guard System 118

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:476STACK[AI0] Cancel Fleet mission without fleet Guard System 118

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:476STACK[AI0] TaskFailed Guard System/ 118

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:491STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 123

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:28:491STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:29:791STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

20:42:30:674STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:30:691STACKGameServerState_Turn_AI_PrepareSync

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

20:42:30:791STACKGameServerState_Turn_AI_Sync

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

20:42:30:923STACKGameServerState_Turn_Main

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

20:42:31:074STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:31:074STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 6)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:31:773STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:31:791STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 124

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:31:791STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:33:974STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:33:991STACKGameServerState_Turn_AI_PrepareSync

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

20:42:34:091STACKGameServerState_Turn_AI_Sync

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

20:42:34:224STACKGameServerState_Turn_Main

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

20:42:34:375STACK[AI0] Sync took 0.4120236 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:34:375STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 6)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:35:191STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 125

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:35:191STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:35:274STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:35:375STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:35:375STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:35:575STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:35:591STACKGameServerState_Turn_AI_PrepareSync

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

20:42:35:691STACKGameServerState_Turn_AI_Sync

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

20:42:35:825STACKGameServerState_Turn_Main

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

20:42:35:975STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:35:975STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 6)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:36:691STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 126

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:36:691STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:36:774STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:39:524STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000354, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:39:674STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Select(System.Reflection.ParameterInfo)
FleetDockingController:SelectArrivingFleet(System.Reflection.ParameterInfo)
FleetDockingController:Dock_OnDockedEntitiesCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:NotifyDockedEntitiesCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fleet:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fleet:OnMoveToEnd(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MoveToFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
MoveToFleetAction:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:39:675STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:39:675STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:39:691STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:42:39:707STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000356, [Empire0], Entity index: 24

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:39:874STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:39:891STACKGameServerState_Turn_AI_PrepareSync

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

20:42:39:991STACKGameServerState_Turn_AI_Sync

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

20:42:40:492STACKGameServerState_Turn_Main

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

20:42:40:608STACK[AI0] Sync took 0.7260415 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:40:608STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 6)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:41:324STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 127

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:41:324STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:41:407STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:41:707STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:41:707STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:41:907STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:41:924STACKGameServerState_Turn_AI_PrepareSync

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

20:42:42:024STACKGameServerState_Turn_AI_Sync

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

20:42:42:157STACKGameServerState_Turn_Main

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

20:42:42:309STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:42:309STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 6)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:43:124STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 128

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:43:124STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:43:207STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:47:323STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000359, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:47:407STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:47:407STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:47:606STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:47:623STACKGameServerState_Turn_AI_PrepareSync

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

20:42:47:723STACKGameServerState_Turn_AI_Sync

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

20:42:47:890STACKGameServerState_Turn_Main

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

20:42:48:106STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:48:106STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 6)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:48:423STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000035A, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:48:806STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:48:823STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 129

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:48:823STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:49:641STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000035B, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:50:391STACKGameClientState_Turn_Finished

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

20:42:50:424STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:50:607STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:50:641STACKGameServerState_Turn_Finished

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

20:42:50:641STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:50:707STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:50:807STACKGameClientState_Turn_FinishedAndLocked

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

20:42:50:857STACKGameServerState_Turn_Elections

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

20:42:50:857STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:50:874STACKGameClientState_Turn_Elections

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

20:42:51:006STACKGameClientState_Turn_ElectionsFinished

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

20:42:51:057STACKGameServerState_Turn_End

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

20:42:51:128STACKGameServerState_Turn_Ended

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

20:42:51:128STACKGameClientState_Turn_End

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

20:42:51:128STACKCan't get network statistic: TURNS_PLAYED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:129STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:129STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:129STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:129STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:129STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:129STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:129STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:129STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:129STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:130STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:130STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:130STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:130STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:130STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:130STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:130STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:130STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:130STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:131STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:131STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:131STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:159STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:159STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.09 Politics03 = 0.06 Politics04 = 0.29 Politics05 = 0.57 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 17.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:188STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.07 Politics02 = 0.48 Politics03 = 0.10 Politics04 = 0.16 Politics05 = 0.10 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 61.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:209STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.09 Politics02 = 0.17 Politics03 = 0.26 Politics04 = 0.17 Politics05 = 0.00 Politics06 = 0.30 Politics00 = 0.00 TOTAL_SCORE = 34.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:240STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.43 Politics02 = 0.11 Politics03 = 0.03 Politics04 = 0.09 Politics05 = 0.08 Politics06 = 0.27 Politics00 = 0.00 TOTAL_SCORE = 51.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:257STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.04 Politics02 = 0.04 Politics03 = 0.08 Politics04 = 0.71 Politics05 = 0.13 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 24.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:297STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.24 Politics02 = 0.09 Politics03 = 0.15 Politics04 = 0.37 Politics05 = 0.06 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 67.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:318STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.10 Politics02 = 0.10 Politics03 = 0.30 Politics04 = 0.30 Politics05 = 0.07 Politics06 = 0.14 Politics00 = 0.00 TOTAL_SCORE = 40.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:457STACKGameClientState_Turn_Ended

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

20:42:51:457STACK[ChatMessage] RECV: l:/_turn/7 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:590STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000035C, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:674STACKGameServerState_CheckForGameEndingConditions

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

20:42:51:774STACKGameServerState_Turn_Dump

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

20:42:51:790STACKGameClientState_Turn_ClearEntityActions

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

20:42:51:806STACKGameClientState_Turn_Dump

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

20:42:51:807STACKGameClientState_Turn_Dump_Finished

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

20:42:51:807STACKOrder history flushed.

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

20:42:51:840STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:51:840STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:52:333STACKGameServerState_Autosave

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

20:42:52:333STACK[ChatMessage] RECV: l:/_turn/7 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:52:341STACKGameServerState_Transition

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

20:42:52:341STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:52:341STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:52:446STACKGameServerState_Turn_Begin

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

20:42:52:446STACK[Quests] Adding global quest variable: $OneSystem = System.Collections.Generic.List`1[System.Object] for empire 0

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:GameServer_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:52:447STACK[Quests] Adding global quest variable: $GUIDFleet01 = QuestVariable+NullValue for empire 0

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:GameServer_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:52:453STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000035E, Ticket: 0000021F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:52:525STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000035F, Ticket: 00000220

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:52:557STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000360, Ticket: 00000221

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:52:908STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000361, Ticket: 00000222

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:53:357STACKGameServerState_Turn_AI_Begin

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

20:42:53:357STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:53:507STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:53:906STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:53:906STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:53:930STACKGameClientState_Turn_Begin

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

20:42:54:007STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:54:007STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:54:981STACKGameClientState_Turn_Main

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

20:42:55:032STACKGameServerState_Turn_Main

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

20:42:55:032STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:55:045STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000368, Ticket: 00000223

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:55:045STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 190

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:55:045STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:55:097STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:55:210STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000036C, Ticket: 00000227, [Empire1], ShipGUIDs: 1914 , HeroGUID: 0, Position: NodeIndex:89, FleetGUID: 2009

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:55:509STACKThe property Politics05ToPolitics05 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:42:55:510STACKThe property HealthPerTurn doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:42:55:510STACKThe property OverColonizationThreshold doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GovernmentTypeSidePanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:42:55:540STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000371, Ticket: 0000022C, [Empire5], ShipGUIDs: 1978 , HeroGUID: 0, Position: NodeIndex:32, FleetGUID: 2010

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:55:673STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000375, Ticket: 00000230, [Empire1], ShipGUIDs: 1914 , HeroGUID: 0, Position: NodeIndex:89, FleetGUID: 2011

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:55:706STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000376, Ticket: 00000231, [Empire1], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment1, ConstructionGameEntityGUID: 2012, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:55:773STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000378, Ticket: 00000233, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:55:808STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000379, Ticket: 00000234, [Empire2], ShipsGUID: 1330

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:55:840STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000037A, Ticket: 00000235, [Empire3], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment2, ConstructionGameEntityGUID: 2015, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:55:872STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000037B, Ticket: 00000236, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:55:940STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000037D, Ticket: 00000238, [Empire5], ShipGUIDs: 1978 , HeroGUID: 0, Position: NodeIndex:32, FleetGUID: 2018

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:55:976STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000037E, Ticket: 00000239, [Empire5], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade9, ConstructionGameEntityGUID: 2019, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:56:006STACK[Order] OrderCreateRecipe::DepartmentOfTheTreasury/OrderCreateRecipe#0000037F, Ticket: 0000023A, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:56:308STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000388, [Empire1], Entity index: 47

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:56:339STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000389, [Empire3], Entity index: 60

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:56:373STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000038A, [Empire4], Entity index: 40

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:56:406STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000038B, [Empire6], Entity index: 46

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:56:440STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000038C, [Empire26], Entity index: 15

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:56:475STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000038D, [Empire26], Entity index: 16

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:56:905STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:56:922STACKGameServerState_Turn_AI_PrepareSync

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

20:42:57:025STACKGameServerState_Turn_AI_Sync

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

20:42:57:189STACKGameServerState_Turn_Main

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

20:42:57:206STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000038E, [Empire3], Entity index: 59

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:57:400STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:57:400STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:58:087STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:58:105STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:42:58:121STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 135

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:58:122STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:58:122STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 207

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:58:122STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:42:58:155STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:58:172STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:58:273STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000398, Ticket: 0000024C, [Empire5], ShipGUIDs: 1978 , HeroGUID: 0, Position: NodeIndex:-1, FleetGUID: 1922

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:58:405STACKCancelling actions on Lesath (601) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 3

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:58:871STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000039D, Ticket: 0000024F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:58:905STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000039E, Ticket: 00000250

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:42:59:722STACK[EmpireImprovement] Failed to apply 'EmpireImprovementCuriosityLinkEmpireDevelopment8To10' on Empire 4

DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo)
Empire:NotifyUnlock(System.Reflection.ParameterInfo)
DroppableReferenceUnlock:IDroppableWithRewardAllocation.AllocateRewardTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CuriosityEffectDefinition_Droplist:Apply(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CuriosityDefinition:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:Discover(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:DiscoverWithFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ExpeditionFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:00:305STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:00:322STACKGameServerState_Turn_AI_PrepareSync

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

20:43:00:422STACKGameServerState_Turn_AI_Sync

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

20:43:00:572STACKGameServerState_Turn_Main

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

20:43:00:805STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:00:805STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:00:805STACK[AI0] Cancel Fleet mission without fleet Complete a fleet 1922 185

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_CompleteTaskForce:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:00:805STACK[AI0] TaskFailed Complete a fleet 1922/ 185

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:00:871STACKCancelling actions on Fydis (179) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 5

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:01:505STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:01:522STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 136

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:01:522STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:01:522STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 210

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:01:522STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:01:605STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003A4, Ticket: 00000254, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:01:639STACKCancelling actions on Llekim (463) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 1

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:02:862STACKThe property Politics05ToPolitics05 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:43:02:863STACKThe property HealthPerTurn doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:43:02:863STACKThe property OverColonizationThreshold doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GovernmentTypeSidePanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:43:03:055STACK[Quests] Adding global quest variable: $CloseSystem = System.Collections.Generic.List`1[System.Object] for empire 4

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:TryTriggerQuestsFromGameEvent(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
Curiosity:Discover(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:DiscoverWithFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ExpeditionFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:03:122STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000003A8, Ticket: 00000256

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:03:724STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:03:740STACKGameServerState_Turn_AI_PrepareSync

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

20:43:03:840STACKGameServerState_Turn_AI_Sync

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

20:43:03:990STACKGameServerState_Turn_Main

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

20:43:04:207STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:04:207STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:04:623STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000003AB, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:04:724STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.09975 for Find node 140 with motivation 0.475

Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:04:790STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003B0, [Empire0], Entity index: 32

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:04:824STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003B1, [Empire0], Entity index: 30

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:04:857STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003B2, [Empire0], Entity index: 35

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:04:907STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:04:924STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 213

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:04:924STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:05:024STACKBegin encounter simulation ignition 20331

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:05:385STACKEnd encounter simulation ignition 20333

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:05:441STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:05:578STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:05:578STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:05:637STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:05:841STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:05:841STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:06:206STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:06:207STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:06:574STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:06:574STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:06:941STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:06:942STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:07:057STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:07:057STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:07:107STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:07:108STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:07:157STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:07:157STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:07:191STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:07:208STACKGameServerState_Turn_AI_PrepareSync

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

20:43:07:224STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:07:308STACKGameServerState_Turn_AI_Sync

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

20:43:07:441STACKGameServerState_Turn_Main

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

20:43:07:592STACK[AI0] Sync took 0.401023 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:07:592STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:08:291STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:08:308STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 214

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:08:308STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:08:324STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000003C6, Ticket: 0000026F, [Empire2], ShipGUIDs: 1866 , HeroGUID: 0, Position: NodeIndex:72, FleetGUID: 2028

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:10:490STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:10:507STACKGameServerState_Turn_AI_PrepareSync

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

20:43:10:607STACKGameServerState_Turn_AI_Sync

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

20:43:10:757STACKGameServerState_Turn_Main

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

20:43:10:891STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:10:891STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:11:591STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:11:608STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 215

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:11:608STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:12:707STACK[Order] OrderMergeFleets::DepartmentOfDefense/OrderMergeFleets#000003C9, Ticket: 00000272, [Empire0], DestinationFleet: 1928, FleetsGUID: 1928,1288

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__IteratorC:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:12:725STACKTrying to refresh a GarrisonPanel with a null Garrison.

GarrisonPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:43:13:791STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:13:808STACKGameServerState_Turn_AI_PrepareSync

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

20:43:13:907STACKGameServerState_Turn_AI_Sync

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

20:43:14:042STACKGameServerState_Turn_Main

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

20:43:14:191STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:14:191STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:14:890STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:14:907STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 216

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:14:907STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:15:075STACKCan't find network achievement: DISCOVER_ACADEMY_WITH_HERO

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventStarSystemNodeDiscovered(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
StarSystemNode:NotifyDiscovery(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityExploration:SetState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:GalaxyNodeVisibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
VisibilityController:RefreshVisibility()
VisibilityController:Update()

20:43:17:091STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:17:107STACKGameServerState_Turn_AI_PrepareSync

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

20:43:17:207STACKGameServerState_Turn_AI_Sync

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

20:43:17:341STACKGameServerState_Turn_Main

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

20:43:17:492STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:17:492STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:18:140STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003CE, [Empire0], Entity index: 43

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:18:190STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:18:207STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 217

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:18:207STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:20:390STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:20:406STACKGameServerState_Turn_AI_PrepareSync

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

20:43:20:456STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:20:591STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:20:607STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:20:741STACKGameServerState_Turn_AI_Sync

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

20:43:20:940STACKGameServerState_Turn_Main

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

20:43:21:090STACK[AI0] Sync took 0.7000401 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:21:090STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:21:790STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:21:807STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 218

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:21:807STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:23:990STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:24:007STACKGameServerState_Turn_AI_PrepareSync

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

20:43:24:106STACKGameServerState_Turn_AI_Sync

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

20:43:24:173STACKGameServerState_Turn_Main

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

20:43:24:256STACKGameServerState_Turn_AI_PrepareSync

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

20:43:24:357STACKGameServerState_Turn_AI_Sync

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

20:43:24:558STACKGameServerState_Turn_Main

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

20:43:24:692STACK[AI0] Sync took 0.7000401 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:24:692STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:24:774STACKBegin encounter simulation ignition 21481

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:25:138STACKEnd encounter simulation ignition 21483

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:25:194STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:25:357STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:25:357STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:25:419STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:25:608STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:25:608STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:25:742STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:25:759STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 219

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:25:759STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:25:875STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:25:875STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:25:991STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:25:991STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:26:074STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:26:074STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:26:158STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:26:158STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:26:225STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000003E6, Ticket: 00000287

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:26:275STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#1930'.

DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FleetActionControl:RefreshTooltip()
FleetActionControl:Refresh()
FleetActionToggle:Refresh()
FleetActionToggleAttachMothership:Refresh()
FleetActionsPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:43:26:291STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:26:325STACKCan't find network achievement: ATTACK_ALLY_WITH_PRIVATEERS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventFleetHasAttackedAnEnemy(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
AttackFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
AttackFleetAction:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator1E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:26:341STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#1930'.

DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FleetActionControl:RefreshTooltip()
FleetActionControl:Refresh()
FleetActionToggle:Refresh()
FleetActionToggleAttachMothership:Refresh()
FleetActionsPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:43:26:341STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#1930'.

DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FleetActionControl:RefreshTooltip()
FleetActionControl:Refresh()
FleetActionsPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:43:26:357STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#1930'.

DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FleetActionControl:RefreshTooltip()
FleetActionControl:Refresh()
FleetActionToggle:Refresh()
FleetActionToggleAttachMothership:Refresh()
FleetActionsPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:43:26:358STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#1930'.

DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FleetActionControl:RefreshTooltip()
FleetActionControl:Refresh()
FleetActionsPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:43:27:941STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:27:957STACKGameServerState_Turn_AI_PrepareSync

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

20:43:28:057STACKGameServerState_Turn_AI_Sync

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

20:43:28:290STACKGameServerState_Turn_Main

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

20:43:28:441STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:28:441STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:28:441STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 1801 1

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.LesserEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:28:441STACK[AI0] TaskFailed Gameplay Fleet Mission 1801/ 1

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.LesserEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:29:140STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:29:157STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 220

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:29:157STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:30:890STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

20:43:31:340STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:31:357STACKGameServerState_Turn_AI_PrepareSync

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

20:43:31:457STACKGameServerState_Turn_AI_Sync

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

20:43:31:590STACKGameServerState_Turn_Main

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

20:43:31:740STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:31:740STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:31:940STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000003EB, Ticket: 0000028C, [Empire0], ShipGUIDs: 1774 , HeroGUID: 0, Position: NodeIndex:101, FleetGUID: 2030

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:31:957STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:43:32:440STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:32:457STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 221

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:32:457STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:34:640STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:34:657STACKGameServerState_Turn_AI_PrepareSync

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

20:43:34:841STACKGameServerState_Turn_AI_Sync

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

20:43:34:990STACKGameServerState_Turn_Main

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

20:43:35:024STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:43:35:140STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:35:140STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:35:840STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:35:856STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 222

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:35:856STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:36:414STACKCan't find network achievement: DISCOVER_ACADEMY_WITH_HERO

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventStarSystemNodeDiscovered(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
StarSystemNode:NotifyDiscovery(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityExploration:SetState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:GalaxyNodeVisibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
VisibilityController:RefreshVisibility()
VisibilityController:Update()

20:43:36:723STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003EE, [Empire0], Entity index: 47

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:38:040STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:38:057STACKGameServerState_Turn_AI_PrepareSync

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

20:43:38:157STACKGameServerState_Turn_AI_Sync

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

20:43:38:274STACKGameServerState_Turn_Main

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

20:43:38:441STACK[AI0] Sync took 0.402023 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:38:441STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:39:280STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 223

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:39:280STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:39:355STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:39:545STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Zhuyin I

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:43:40:082STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Zhuyin II

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:43:40:517STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Zhuyin III

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:43:44:090STACK[Quests] Adding global quest variable: $CloseSystem = System.Collections.Generic.List`1[System.Object] for empire 0

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:TryTriggerQuestsFromGameEvent(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
Curiosity:Discover(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:DiscoverWithFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ExpeditionFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:44:140STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:44:140STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:44:157STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000003F1, Ticket: 00000290

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:43:44:340STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:44:356STACKGameServerState_Turn_AI_PrepareSync

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

20:43:44:456STACKGameServerState_Turn_AI_Sync

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

20:43:44:624STACKGameServerState_Turn_Main

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

20:43:44:840STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:44:840STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:45:558STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 224

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:45:558STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:45:641STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:51:740STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:51:740STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:51:939STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:51:957STACKGameServerState_Turn_AI_PrepareSync

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

20:43:52:056STACKGameServerState_Turn_AI_Sync

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

20:43:52:189STACKGameServerState_Turn_Main

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

20:43:52:340STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:52:340STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:53:040STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:53:056STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 225

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:53:057STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:55:240STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:55:256STACKGameServerState_Turn_AI_PrepareSync

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

20:43:55:356STACKGameServerState_Turn_AI_Sync

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

20:43:55:489STACKGameServerState_Turn_Main

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

20:43:55:640STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:55:640STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:56:356STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 226

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:56:356STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:56:439STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:57:839STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:57:839STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:58:039STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:58:056STACKGameServerState_Turn_AI_PrepareSync

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

20:43:58:156STACKGameServerState_Turn_AI_Sync

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

20:43:58:289STACKGameServerState_Turn_Main

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

20:43:58:439STACK[AI0] Sync took 0.402023 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:58:439STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 7)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:43:59:156STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 227

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:59:157STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:43:59:240STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:00:257STACKGameClientState_Turn_Finished

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

20:44:00:290STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:307STACKGameServerState_Turn_Finished

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

20:44:00:307STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:374STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:475STACKGameClientState_Turn_FinishedAndLocked

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

20:44:00:524STACKDisposing ServerEncounter 2021

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:524STACKDisposing ServerEncounter 2029

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:524STACKGameServerState_Turn_Elections

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

20:44:00:524STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:554STACKGameClientState_Turn_Elections

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

20:44:00:673STACKGameClientState_Turn_ElectionsFinished

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

20:44:00:724STACKGameServerState_Turn_End

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

20:44:00:802STACKGameServerState_Turn_Ended

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

20:44:00:802STACKGameClientState_Turn_End

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

20:44:00:803STACKCan't get network statistic: TURNS_PLAYED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:803STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:803STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:803STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:803STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:803STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:803STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:803STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:804STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:804STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:804STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:804STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:804STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:804STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:804STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:804STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:805STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:805STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:805STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:805STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:805STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:805STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:841STACKCan't find network achievement: RESEARCH_QUADRANT_SCIENCEANDEXPLORATION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventTechnologyUnlocked(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:841STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.12 Politics03 = 0.03 Politics04 = 0.24 Politics05 = 0.47 Politics06 = 0.14 Politics00 = 0.00 TOTAL_SCORE = 29.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:889STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.05 Politics02 = 0.50 Politics03 = 0.08 Politics04 = 0.15 Politics05 = 0.14 Politics06 = 0.08 Politics00 = 0.00 TOTAL_SCORE = 77.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:917STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.07 Politics02 = 0.14 Politics03 = 0.24 Politics04 = 0.19 Politics05 = 0.00 Politics06 = 0.36 Politics00 = 0.00 TOTAL_SCORE = 42.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:955STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.42 Politics02 = 0.10 Politics03 = 0.03 Politics04 = 0.11 Politics05 = 0.08 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 53.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:00:980STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.04 Politics02 = 0.07 Politics03 = 0.14 Politics04 = 0.61 Politics05 = 0.11 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 28.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:024STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.23 Politics02 = 0.09 Politics03 = 0.14 Politics04 = 0.36 Politics05 = 0.06 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 69.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:081STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:081STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:082STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.09 Politics02 = 0.09 Politics03 = 0.33 Politics04 = 0.27 Politics05 = 0.07 Politics06 = 0.15 Politics00 = 0.00 TOTAL_SCORE = 44.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:130STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000003F5, [Empire6]: System #1023

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:170STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000003F6, Ticket: 00000294

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:240STACKGameClientState_Turn_Ended

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

20:44:01:240STACK[ChatMessage] RECV: l:/_turn/8 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:290STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#000003F7, [Empire1], ColonizedStarSystemGUID: 1786, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:356STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#000003F9, [Empire3], ColonizedStarSystemGUID: 1880, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:423STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#000003FB, [Empire5], ColonizedStarSystemGUID: 1885, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:490STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#000003FD, [Empire5], ColonizedStarSystemGUID: 1893, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:710STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000403, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:741STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000404, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:774STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000405, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:01:957STACKGameServerState_CheckForGameEndingConditions

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

20:44:02:057STACKGameServerState_Turn_Dump

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

20:44:02:074STACKGameClientState_Turn_ClearEntityActions

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

20:44:02:090STACKGameClientState_Turn_Dump

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

20:44:02:090STACKGameClientState_Turn_Dump_Finished

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

20:44:02:090STACKOrder history flushed.

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

20:44:02:124STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:02:124STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:02:951STACKGameServerState_Autosave

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

20:44:02:951STACK[ChatMessage] RECV: l:/_turn/8 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:02:960STACKGameServerState_Transition

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

20:44:02:960STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:02:960STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:03:001STACKGameServerState_Turn_Begin

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

20:44:03:507STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000040F, [Empire7], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:03:544STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000410, [Empire7], GUID = 2044, ShipDesigns = MFAdvancedSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:03:574STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000411, [Empire7], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -330.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:03:640STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000413, [Empire8], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:03:680STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000414, [Empire8], GUID = 2045, ShipDesigns = MFInsectoidSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:03:707STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000415, [Empire8], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -322

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:03:774STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000417, [Empire9], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:03:809STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000418, [Empire9], GUID = 2046, ShipDesigns = MFAdvancedSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:03:840STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000419, [Empire9], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -330.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:03:907STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000041B, [Empire10], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:03:940STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000041C, [Empire11], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:03:975STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#0000041D, [Empire11], GUID = 2047, ShipDesigns = MFPiratesSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:007STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000041E, [Empire11], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -330.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:074STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000420, [Empire12], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:107STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000421, [Empire13], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:141STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000422, [Empire13], GUID = 2048, ShipDesigns = MFInsectoidSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:173STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000423, [Empire13], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -322

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:239STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000425, [Empire14], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:276STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000426, [Empire14], GUID = 2049, ShipDesigns = MFAdvancedSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:307STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000427, [Empire14], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -330.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:374STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000429, [Empire15], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:407STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000042A, [Empire16], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:451STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#0000042B, [Empire16], GUID = 2050, ShipDesigns = MFInsectoidSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:473STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000042C, [Empire16], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -322

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:540STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000042E, [Empire17], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:574STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000042F, [Empire18], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:610STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000430, [Empire18], GUID = 2051, ShipDesigns = MFInsectoidSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:640STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000431, [Empire18], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -322

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:707STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000433, [Empire19], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:744STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000434, [Empire19], GUID = 2052, ShipDesigns = MFPiratesSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:774STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000435, [Empire19], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -330.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:840STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000437, [Empire20], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:874STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000438, [Empire21], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:911STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000439, [Empire21], GUID = 2053, ShipDesigns = MFAdvancedSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:04:940STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000043A, [Empire21], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -330.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:05:007STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000043C, [Empire22], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:05:045STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#0000043D, [Empire22], GUID = 2054, ShipDesigns = MFAdvancedSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:05:074STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000043E, [Empire22], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -330.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:05:139STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000440, [Empire23], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:05:177STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000441, [Empire23], GUID = 2055, ShipDesigns = MFInsectoidSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:05:207STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000442, [Empire23], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -322

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:05:273STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000444, [Empire24], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:05:312STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000445, [Empire24], GUID = 2056, ShipDesigns = MFPiratesSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:05:340STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000446, [Empire24], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -330.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:05:424STACKGameServerState_Turn_AI_Begin

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

20:44:05:424STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:05:590STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:05:974STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:05:990STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:06:019STACKGameClientState_Turn_Begin

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

20:44:06:074STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:06:091STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 8)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:06:091STACK[AI0] Cancel Fleet mission without fleet Find all nodes in constellation 50

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Explore:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:06:091STACK[AI0] TaskFailed Find all nodes in constellation/ 50

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:06:924STACKGameClientState_Turn_Main

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

20:44:06:974STACKGameServerState_Turn_Main

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

20:44:06:974STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:06:974STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:06:991STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000448, Ticket: 00000295

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:06:991STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 240

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:06:991STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:07:357STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000453, Ticket: 0000029E, [Empire5], ShipGUIDs: 2024 , HeroGUID: 0, Position: NodeIndex:32, FleetGUID: 2096

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:07:923STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000464, Ticket: 000002AF, [Empire1], ConstructibleElementName: TechnologyDefinitionMilitary5, ConstructionGameEntityGUID: 2101, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:07:958STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000465, Ticket: 000002B0, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:024STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000467, Ticket: 000002B2, [Empire1]: StarSystemGUID: 1786, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:057STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000468, Ticket: 000002B3, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:169STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000046B, Ticket: 000002B6, [Empire2], ConstructibleElementName: TechnologyDefinitionUnique1Cravers, ConstructionGameEntityGUID: 2108, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:212STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000046C, Ticket: 000002B7, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:268STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000046D, Ticket: 000002B8, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:312STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#0000046E, Ticket: 000002B9, [Empire3]: StarSystemGUID: 1880, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:352STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000046F, Ticket: 000002BA, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:486STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000473, Ticket: 000002BE, [Empire4], ConstructibleElementName: TechnologyDefinitionScienceAndExploration25, ConstructionGameEntityGUID: 2118, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:560STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000475, Ticket: 000002C0, [Empire5], ShipGUIDs: 2024 , HeroGUID: 0, Position: NodeIndex:32, FleetGUID: 2120

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:599STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#00000476, Ticket: 000002C1, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfCommerce+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:624STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000477, Ticket: 000002C2, [Empire5]: StarSystemGUID: 1885, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:657STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000478, Ticket: 000002C3, [Empire5]: StarSystemGUID: 1893, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:690STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000479, Ticket: 000002C4, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:724STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000047A, Ticket: 000002C5, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:759STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000047B, Ticket: 000002C6, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:796STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000047C, Ticket: 000002C7, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:891STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000047F, Ticket: 000002CA, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:08:958STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000481, Ticket: 000002CC, [Empire6], ShipsGUID: 1424

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:09:074STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:09:124STACKGameServerState_Turn_AI_PrepareSync

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

20:44:09:290STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:09:323STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:09:356STACKCancelling actions on Nair (151) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:09:391STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:09:425STACKCancelling actions on Gistrad (18) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:09:459STACKCancelling actions on Janus (592) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:09:781STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000499, [Empire1]: System #1786

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:09:814STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000049A, [Empire3]: System #1880

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:09:907STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000049D, [Empire5]: System #1885

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:09:940STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000049E, [Empire5]: System #1893

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:09:979STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000049F, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:020STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000004A0, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:093STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:107STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:124STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:140STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:157STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:178STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:307STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004A9, [Empire0], ConstructibleElementName: TechnologyDefinitionScienceAndExploration6, ConstructionGameEntityGUID: 2140, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:406STACKGameServerState_Turn_AI_Sync

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

20:44:10:607STACKGameServerState_Turn_Main

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

20:44:10:625STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004AA, [Empire1], Entity index: 55

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:658STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004AB, [Empire2], Entity index: 18

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:690STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004AC, [Empire3], Entity index: 68

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:790STACK[AI0] Sync took 1.7000972 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:10:791STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 8)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:10:823STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004B0, [Empire26], Entity index: 36

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:857STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004B1, [Empire26], Entity index: 34

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:891STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004B2, [Empire26], Entity index: 33

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:926STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004B3, [Empire26], Entity index: 32

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:957STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004B4, [Empire26], Entity index: 31

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:10:990STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004B5, [Empire26], Entity index: 30

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:11:023STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004B6, [Empire26], Entity index: 22

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:11:291STACK[AI0] TaskForce Cancel Guard System with motivation 0.285 for Front clean orbit with motivation 0.57

Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:11:291STACK[AI0] Unassign fleet 2011/130 from TF

Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:11:476STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:11:490STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 271

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:11:490STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:11:508STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:11:540STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000004BC, Ticket: 000002EC, [Empire1], ShipsGUID: 1914

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:11:656STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:11:675STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:11:707STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000004C1, Ticket: 000002F1, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:12:040STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000004C8, Ticket: 000002F8, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:12:210STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000004CD, Ticket: 000002FD, [Empire5], system guid: 1893, contruction guid: 2127, resource name : EmpireMoney, buyout cost: 444.0732

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:12:857STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000004D1, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:13:056STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004D7, [Empire0], Entity index: 41

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:13:689STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:13:705STACKGameServerState_Turn_AI_PrepareSync

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

20:44:13:806STACKGameServerState_Turn_AI_Sync

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

20:44:13:956STACKGameServerState_Turn_Main

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

20:44:14:089STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:14:090STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 8)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:14:474STACKCan't find network achievement: DISCOVER_ACADEMY_WITH_HERO

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventStarSystemNodeDiscovered(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
StarSystemNode:NotifyDiscovery(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityExploration:SetState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:GalaxyNodeVisibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
VisibilityController:RefreshVisibility()
VisibilityController:Update()

20:44:14:490STACK[AI0] Unassign fleet 2011/0 from TF

Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute()
Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:14:739STACK[Quests] Adding global quest variable: $CloseSystem = System.Collections.Generic.List`1[System.Object] for empire 0

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:ActivateQuestTrigger(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ActivateTriggers(System.Reflection.ParameterInfo)
QuestManager:ExecuteQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameNode:OnFleetDocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fleet:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fleet:OnMoveToEnd(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MoveToFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
MoveToFleetAction:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:14:856STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000004EE, Ticket: 00000318

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:14:889STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000004EF, Ticket: 00000319

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:14:889STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:14:906STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 285

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:14:906STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:14:933STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000004F0, Ticket: 0000031A

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:15:007STACK[Curiosities] Spawned Curiosity #2157 (Curiosity_Quest_Exploration01) on Rukbat I(Planet 0)

DepartmentOfTheInterior+c__Iterator1E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:15:041STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000004F3, Ticket: 0000031B

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:15:075STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000004F4, Ticket: 0000031C

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:15:141STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004F6, [Empire0], Entity index: 50

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:15:557STACKBegin encounter simulation ignition 24392

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:15:968STACKEnd encounter simulation ignition 24394

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:15:968STACKBegin encounter simulation ignition 24394

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:16:363STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:16:364STACKEnd encounter simulation ignition 24396

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:16:406STACKBegin encounter simulation ignition 24398

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:16:406STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:16:786STACKEnd encounter simulation ignition 24400

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:16:833STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:16:876STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:16:877STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:080STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:080STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:080STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:17:104STACKGameServerState_Turn_AI_PrepareSync

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

20:44:17:175STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:176STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:222STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:262STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000050E, [Empire1], Entity index: 59

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:309STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:377STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:409STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:410STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:508STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:508STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:575STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:575STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:641STACKGameServerState_Turn_AI_Sync

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

20:44:17:790STACKGameServerState_Turn_Main

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

20:44:17:840STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:840STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:890STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:890STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:923STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:924STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:974STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:974STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:17:990STACK[AI0] Sync took 0.9000514 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:17:990STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 8)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:18:024STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:024STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:040STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:174STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:174STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:240STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:290STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:290STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:290STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:291STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:357STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:357STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:390STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:407STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:474STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:475STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:475STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:475STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:641STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:641STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:674STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:674STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:690STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:18:690STACK[AI0] [empire5]No fleet attached Guard System 141 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:690STACK[AI0] Cancel Fleet mission without fleet Guard System 141

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:691STACK[AI0] Cancel Fleet mission without fleet Guard System 141

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:691STACK[AI0] TaskFailed Guard System/ 141

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:691STACK[AI0] [empire5]No fleet attached Return to base for upgrade 147 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:691STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 147

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:691STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 147

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:691STACK[AI0] TaskFailed Return to base for upgrade/ 147

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:691STACK[AI0] [empire5]No fleet attached Guard System 163 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:691STACK[AI0] Cancel Fleet mission without fleet Guard System 163

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:691STACK[AI0] Cancel Fleet mission without fleet Guard System 163

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:691STACK[AI0] TaskFailed Guard System/ 163

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:712STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 290

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:712STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:18:740STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:740STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:18:806STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:19:140STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:19:207STACKCancelling actions on Orm (476) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 1

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:19:257STACKBegin encounter simulation ignition 24536

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:19:644STACKEnd encounter simulation ignition 24538

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:19:693STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:19:925STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:19:925STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:19:996STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:20:190STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:20:190STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:20:307STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:20:307STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:20:357STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:20:357STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:20:407STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:20:407STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:20:473STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:20:939STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:20:956STACKGameServerState_Turn_AI_PrepareSync

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

20:44:21:056STACKGameServerState_Turn_AI_Sync

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

20:44:21:206STACKGameServerState_Turn_Main

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

20:44:21:340STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:21:340STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 8)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:21:340STACK[AI0] Cancel FleetSnapshot #0 : bad id

Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_AttackSystem:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:21:340STACK[AI0] TaskFailed Front Attack system/ 130

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:21:406STACKCancelling actions on Lesath (601) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:22:039STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:22:040STACK[AI0] [empire1]No fleet attached Guard System 131 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:040STACK[AI0] Cancel Fleet mission without fleet Guard System 131

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:040STACK[AI0] Cancel Fleet mission without fleet Guard System 131

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:040STACK[AI0] TaskFailed Guard System/ 131

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:040STACK[AI0] [empire1]No fleet attached Guard System 132 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:041STACK[AI0] Cancel Fleet mission without fleet Guard System 132

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:041STACK[AI0] Cancel Fleet mission without fleet Guard System 132

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:041STACK[AI0] TaskFailed Guard System/ 132

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:041STACK[AI0] [empire1]No fleet attached Return to base for upgrade 134 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:041STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 134

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:041STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 134

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:041STACK[AI0] TaskFailed Return to base for upgrade/ 134

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:042STACK[AI0] [empire1]No fleet attached Front Intercept Fleet 230 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:042STACK[AI0] Cancel Fleet mission without fleet Front Intercept Fleet 230

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:042STACK[AI0] Cancel Fleet mission without fleet Front Intercept Fleet 230

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:042STACK[AI0] TaskFailed Front Intercept Fleet/ 230

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:042STACK[AI0] [empire1]No fleet attached Front clean orbit 231 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:042STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 231

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:056STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 231

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_CleanOrbit:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:056STACK[AI0] TaskFailed Front clean orbit/ 231

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:056STACK[AI0] [empire1]No fleet attached Guard System 237 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:056STACK[AI0] Cancel Fleet mission without fleet Guard System 237

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:056STACK[AI0] Cancel Fleet mission without fleet Guard System 237

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:057STACK[AI0] TaskFailed Guard System/ 237

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:057STACK[AI0] [empire3]No fleet attached Guard System 128 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:057STACK[AI0] Cancel Fleet mission without fleet Guard System 128

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:057STACK[AI0] Cancel Fleet mission without fleet Guard System 128

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:057STACK[AI0] TaskFailed Guard System/ 128

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:057STACK[AI0] [empire3]No fleet attached Guard System 129 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:057STACK[AI0] Cancel Fleet mission without fleet Guard System 129

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:057STACK[AI0] Cancel Fleet mission without fleet Guard System 129

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:057STACK[AI0] TaskFailed Guard System/ 129

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:057STACK[AI0] [empire3]No fleet attached Return to base for upgrade 132 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:058STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 132

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:058STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 132

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:058STACK[AI0] TaskFailed Return to base for upgrade/ 132

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:058STACK[AI0] [empire3]No fleet attached Guard System 137 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:058STACK[AI0] Cancel Fleet mission without fleet Guard System 137

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:058STACK[AI0] Cancel Fleet mission without fleet Guard System 137

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:058STACK[AI0] TaskFailed Guard System/ 137

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:058STACK[AI0] [empire4]No fleet attached Guard System 148 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:058STACK[AI0] Cancel Fleet mission without fleet Guard System 148

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:058STACK[AI0] Cancel Fleet mission without fleet Guard System 148

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:058STACK[AI0] TaskFailed Guard System/ 148

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:059STACK[AI0] [empire4]No fleet attached Guard System 149 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:059STACK[AI0] Cancel Fleet mission without fleet Guard System 149

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:059STACK[AI0] Cancel Fleet mission without fleet Guard System 149

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:059STACK[AI0] TaskFailed Guard System/ 149

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:059STACK[AI0] [empire4]No fleet attached Return to base for upgrade 152 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:059STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 152

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:059STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 152

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:059STACK[AI0] TaskFailed Return to base for upgrade/ 152

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:059STACK[AI0] [empire4]No fleet attached Front clean orbit 156 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:059STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 156

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:060STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 156

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_CleanOrbit:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:060STACK[AI0] TaskFailed Front clean orbit/ 156

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:060STACK[AI0] [empire6]No fleet attached Guard System 128 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:060STACK[AI0] Cancel Fleet mission without fleet Guard System 128

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:060STACK[AI0] Cancel Fleet mission without fleet Guard System 128

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:060STACK[AI0] TaskFailed Guard System/ 128

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:060STACK[AI0] [empire6]No fleet attached Guard System 129 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:060STACK[AI0] Cancel Fleet mission without fleet Guard System 129

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:060STACK[AI0] Cancel Fleet mission without fleet Guard System 129

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:060STACK[AI0] TaskFailed Guard System/ 129

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:060STACK[AI0] [empire6]No fleet attached Guard System 130 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:061STACK[AI0] Cancel Fleet mission without fleet Guard System 130

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:061STACK[AI0] Cancel Fleet mission without fleet Guard System 130

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:061STACK[AI0] TaskFailed Guard System/ 130

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:061STACK[AI0] [empire6]No fleet attached Return to base for upgrade 132 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:061STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 132

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:061STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 132

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:061STACK[AI0] TaskFailed Return to base for upgrade/ 132

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:073STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 292

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:22:073STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:23:639STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000055E, [Empire26], Entity index: 66

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:24:239STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:24:255STACKGameServerState_Turn_AI_PrepareSync

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

20:44:24:356STACKGameServerState_Turn_AI_Sync

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

20:44:24:507STACKGameServerState_Turn_Main

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

20:44:24:657STACK[AI0] Sync took 0.4100234 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:24:657STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 8)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:24:740STACKBegin encounter simulation ignition 24831

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:118STACKEnd encounter simulation ignition 24833

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:163STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:409STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:409STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:456STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:656STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:656STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:723STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:25:739STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 293

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:25:740STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:25:773STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:773STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:856STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:856STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:907STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:907STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:25:973STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:27:922STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:27:939STACKGameServerState_Turn_AI_PrepareSync

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

20:44:28:039STACKGameServerState_Turn_AI_Sync

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

20:44:28:156STACKGameServerState_Turn_Main

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

20:44:28:322STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:28:322STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 8)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:29:022STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:29:039STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 294

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:29:039STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:29:489STACKUnload material ArcticPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

20:44:29:489STACKUnload material IcePlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

20:44:31:058STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Pardalis I

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:44:31:235STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:31:264STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Pardalis II

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:44:31:264STACKGameServerState_Turn_AI_PrepareSync

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

20:44:31:452STACKGameServerState_Turn_AI_Sync

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

20:44:31:613STACKGameServerState_Turn_Main

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

20:44:31:680STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Pardalis III

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:44:31:746STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:31:746STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 8)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:31:892STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 3/Pardalis IV

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:44:32:553STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 295

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:32:554STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:32:638STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:35:540STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:35:540STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:35:561STACKCan't find network achievement: DISCOVER_ACADEMY_WITH_HERO

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventStarSystemNodeDiscovered(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
StarSystemNode:NotifyDiscovery(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityExploration:SetState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator3B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:35:589STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000577, Ticket: 0000038E

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:35:623STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000578, Ticket: 0000038F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:35:656STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000579, Ticket: 00000390

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:35:689STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000057A, Ticket: 00000391

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:35:723STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000057B, Ticket: 00000392

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:44:35:739STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:35:756STACKGameServerState_Turn_AI_PrepareSync

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

20:44:35:856STACKGameServerState_Turn_AI_Sync

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

20:44:36:006STACKGameServerState_Turn_Main

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

20:44:36:139STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:36:139STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 8)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:36:956STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 296

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:36:956STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:37:039STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:52:539STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:52:539STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:52:740STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:52:757STACKGameServerState_Turn_AI_PrepareSync

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

20:44:52:856STACKGameServerState_Turn_AI_Sync

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

20:44:52:989STACKGameServerState_Turn_Main

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

20:44:53:140STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:53:140STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 8)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:53:856STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 297

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:53:856STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:53:939STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:56:039STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:56:039STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:56:240STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:56:256STACKGameServerState_Turn_AI_PrepareSync

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

20:44:56:356STACKGameServerState_Turn_AI_Sync

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

20:44:56:474STACKGameServerState_Turn_Main

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

20:44:56:657STACK[AI0] Sync took 0.4040231 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:56:657STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 8)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:44:57:373STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 298

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:57:373STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:44:57:456STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:07:422STACKGameClientState_Turn_Finished

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

20:45:07:455STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:472STACKGameServerState_Turn_Finished

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

20:45:07:472STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:538STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:638STACKGameClientState_Turn_FinishedAndLocked

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

20:45:07:688STACKDisposing ServerEncounter 2098

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:688STACKDisposing ServerEncounter 2099

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:688STACKDisposing ServerEncounter 2100

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:688STACKDisposing ServerEncounter 2141

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:688STACKDisposing ServerEncounter 2163

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:688STACKGameServerState_Turn_Elections

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

20:45:07:689STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:705STACKGameClientState_Turn_Elections

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

20:45:07:838STACKGameClientState_Turn_ElectionsFinished

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

20:45:07:888STACKGameServerState_Turn_End

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

20:45:07:968STACKGameServerState_Turn_Ended

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

20:45:07:968STACKGameClientState_Turn_End

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

20:45:07:968STACKCan't get network statistic: TURNS_PLAYED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:969STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:969STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:969STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:969STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:969STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:969STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:969STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:969STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:969STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:970STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:970STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:970STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:970STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:970STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:970STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:970STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:970STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:970STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:971STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:971STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:971STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:994STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:07:995STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.09 Politics03 = 0.03 Politics04 = 0.19 Politics05 = 0.53 Politics06 = 0.16 Politics00 = 0.00 TOTAL_SCORE = 37.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:08:018STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.07 Politics02 = 0.51 Politics03 = 0.12 Politics04 = 0.12 Politics05 = 0.12 Politics06 = 0.06 Politics00 = 0.00 TOTAL_SCORE = 99.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:08:039STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.05 Politics02 = 0.10 Politics03 = 0.28 Politics04 = 0.17 Politics05 = 0.00 Politics06 = 0.39 Politics00 = 0.00 TOTAL_SCORE = 57.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:08:074STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.38 Politics02 = 0.07 Politics03 = 0.06 Politics04 = 0.11 Politics05 = 0.05 Politics06 = 0.34 Politics00 = 0.00 TOTAL_SCORE = 80.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:08:102STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.03 Politics02 = 0.10 Politics03 = 0.14 Politics04 = 0.59 Politics05 = 0.10 Politics06 = 0.03 Politics00 = 0.00 TOTAL_SCORE = 29.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:08:135STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.32 Politics02 = 0.10 Politics03 = 0.14 Politics04 = 0.27 Politics05 = 0.04 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 99.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:08:171STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.07 Politics02 = 0.14 Politics03 = 0.30 Politics04 = 0.21 Politics05 = 0.05 Politics06 = 0.22 Politics00 = 0.00 TOTAL_SCORE = 56.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:08:332STACKGameClientState_Turn_Ended

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

20:45:08:332STACKDisposing Encounter 2021

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:08:332STACKDisposing Encounter 2029

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:08:332STACK[ChatMessage] RECV: l:/_turn/9 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:08:538STACKGameServerState_CheckForGameEndingConditions

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

20:45:08:638STACKGameServerState_Turn_Dump

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

20:45:08:655STACKGameClientState_Turn_ClearEntityActions

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

20:45:08:672STACKGameClientState_Turn_Dump

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

20:45:08:672STACKGameClientState_Turn_Dump_Finished

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

20:45:08:672STACKOrder history flushed.

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

20:45:08:705STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:08:705STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:09:215STACKGameServerState_Autosave

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

20:45:09:215STACK[ChatMessage] RECV: l:/_turn/9 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:09:231STACKGameServerState_Transition

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

20:45:09:231STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:09:231STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:09:313STACKGameServerState_Turn_Begin

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

20:45:09:321STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000057E, Ticket: 00000395

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:09:447STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000057F, Ticket: 00000396

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:09:837STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000580, Ticket: 00000397

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:10:472STACK[Order] OrderRetrofitMinorFleet::DepartmentOfDefense/OrderRetrofitMinorFleet#00000586, [Empire20]; FleetGUID: 1944; State: Roaming

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator10:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:10:555STACKGameServerState_Turn_AI_Begin

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

20:45:10:555STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:10:721STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:11:221STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:11:238STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:11:264STACKGameClientState_Turn_Begin

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

20:45:11:322STACK[AI0] Sync took 0.6000343 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:11:322STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 9)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:12:455STACKGameClientState_Turn_Main

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

20:45:12:505STACKGameServerState_Turn_Main

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

20:45:12:505STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:12:522STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000588, Ticket: 00000398

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:12:522STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:12:522STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 301

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:12:522STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:12:555STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000589, Ticket: 00000399

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:12:622STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000058B, Ticket: 0000039A

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:12:655STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000058C, Ticket: 0000039B

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:12:913STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AutomatedDeliveryFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
AutomatedDeliveryFleetAction:ClientOnDestinationReached()
GoToFleetAction:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:13:488STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000005A5, Ticket: 000003B4, [Empire1], ShipsGUID: 1914

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:13:521STACK[Order] OrderQueuePlanetColonizationConstruction::DepartmentOfIndustry/OrderQueuePlanetColonizationConstruction#000005A6, Ticket: 000003B5, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:13:555STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000005A7, Ticket: 000003B6, [Empire3], ConstructibleElementName: TechnologyDefinitionMilitary5, ConstructionGameEntityGUID: 2176, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:13:588STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000005A8, Ticket: 000003B7, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:13:622STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000005A9, Ticket: 000003B8, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:13:655STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000005AA, Ticket: 000003B9, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:13:688STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000005AB, Ticket: 000003BA, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:13:721STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000005AC, Ticket: 000003BB, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:13:822STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000005AF, Ticket: 000003BE, [Empire6], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment2, ConstructionGameEntityGUID: 2189, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:13:855STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000005B0, Ticket: 000003BF, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:13:955STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000005B3, Ticket: 000003C2, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:14:222STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:14:238STACKGameServerState_Turn_AI_PrepareSync

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

20:45:14:605STACK[Empire 26] OrderEntityAction preprocessing failed because the linked entity action was no longer valid.

DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:14:605STACKGoToFleetAction #85: MoveTo order failed.

GoToFleetAction:OnMoveToOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:14:655STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000005C8, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:14:722STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005CA, [Empire2], Entity index: 24

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:14:755STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005CB, [Empire3], Entity index: 73

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:14:788STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005CC, [Empire5], Entity index: 53

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:14:821STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005CD, [Empire5], Entity index: 54

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:14:855STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005CE, [Empire26], Entity index: 72

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:14:921STACKGameServerState_Turn_AI_Sync

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

20:45:15:072STACKGameServerState_Turn_Main

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

20:45:15:226STACK[AI0] Sync took 1.0010573 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:15:226STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 9)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:15:288STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005D5, [Empire6], Entity index: 65

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:15:354STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005D7, [Empire26], Entity index: 84

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:15:388STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005D8, [Empire26], Entity index: 83

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:15:422STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005D9, [Empire26], Entity index: 82

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:15:455STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005DA, [Empire26], Entity index: 81

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:15:488STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005DB, [Empire26], Entity index: 78

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:15:522STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005DC, [Empire26], Entity index: 76

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:15:555STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005DD, [Empire26], Entity index: 75

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:15:588STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005DE, [Empire26], Entity index: 74

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:15:623STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005DF, [Empire26], Entity index: 73

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:15:655STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005E0, [Empire26], Entity index: 86

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:15:689STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005E1, [Empire0], Entity index: 46

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:15:788STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005E4, [Empire0], Entity index: 59

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:15:922STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:15:938STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 306

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:15:938STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:16:255STACKCancelling actions on Idrus (170) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 5

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:17:474STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005F4, [Empire26], Entity index: 102

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:17:539STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000005F6, Ticket: 000003EC

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:17:571STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000005F7, Ticket: 000003ED

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:17:605STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000005F8, Ticket: 000003EE

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:18:122STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:18:139STACKGameServerState_Turn_AI_PrepareSync

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

20:45:18:239STACKGameServerState_Turn_AI_Sync

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

20:45:18:352STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

20:45:18:352STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo)
GuiManager:UpdateGameWindowsVisibility()
GuiManager:Refresh()
GuiManager:Update_IGuiGamePanelService()
GuiManager:Update()

20:45:18:371STACKGameServerState_Turn_Main

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

20:45:18:523STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:18:523STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 9)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:19:288STACKCancelling actions on Mizar (811) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:19:322STACKCancelling actions on Amosa (520) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:19:322STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:19:355STACKCancelling actions on Aeri (799) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:19:371STACKCould not initiate GuardEmpireLocalActionDefinition because CanBeExecuted failed.

InitiateEmpireActionFleetAction:ServerInitialize()
DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:19:388STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 309

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:19:388STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:20:254STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000060F, [Empire26], Entity index: 105

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:20:338STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000610, [Empire26], Entity index: 107

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:21:521STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:21:538STACKGameServerState_Turn_AI_PrepareSync

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

20:45:21:638STACKGameServerState_Turn_AI_Sync

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

20:45:21:705STACKGameServerState_Turn_Main

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

20:45:21:788STACKGameServerState_Turn_AI_PrepareSync

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

20:45:21:888STACKGameServerState_Turn_AI_Sync

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

20:45:22:004STACKGameServerState_Turn_Main

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

20:45:22:221STACK[AI0] Sync took 0.7000401 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:22:221STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 9)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:22:388STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000615, Ticket: 00000407, [Empire0], ShipsGUID: 1287

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:22:405STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:45:22:821STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:22:904STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:22:921STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:22:921STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:22:955STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 313

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:22:955STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:25:121STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:25:138STACKGameServerState_Turn_AI_PrepareSync

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

20:45:25:238STACKGameServerState_Turn_AI_Sync

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

20:45:25:388STACKGameServerState_Turn_Main

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

20:45:25:522STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:25:522STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 9)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:26:321STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:26:321STACK[AI0] [empire5]No fleet attached Guard System 299 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:321STACK[AI0] Cancel Fleet mission without fleet Guard System 299

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:321STACK[AI0] Cancel Fleet mission without fleet Guard System 299

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:322STACK[AI0] TaskFailed Guard System/ 299

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:322STACK[AI0] [empire5]No fleet attached Guard System 300 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:322STACK[AI0] Cancel Fleet mission without fleet Guard System 300

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:322STACK[AI0] Cancel Fleet mission without fleet Guard System 300

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:322STACK[AI0] TaskFailed Guard System/ 300

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:322STACK[AI0] [empire5]No fleet attached Return to base for upgrade 304 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:322STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 304

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:323STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 304

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:323STACK[AI0] TaskFailed Return to base for upgrade/ 304

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:323STACK[AI0] [empire6]No fleet attached Front Intercept Fleet 156 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:323STACK[AI0] Cancel Fleet mission without fleet Front Intercept Fleet 156

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:323STACK[AI0] Cancel Fleet mission without fleet Front Intercept Fleet 156

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:324STACK[AI0] TaskFailed Front Intercept Fleet/ 156

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:324STACK[AI0] [empire6]No fleet attached Front clean orbit 157 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:324STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 157

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:324STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 157

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_CleanOrbit:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:324STACK[AI0] TaskFailed Front clean orbit/ 157

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:324STACK[AI0] [empire6]No fleet attached Guard System 158 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:325STACK[AI0] Cancel Fleet mission without fleet Guard System 158

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:338STACK[AI0] Cancel Fleet mission without fleet Guard System 158

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:338STACK[AI0] TaskFailed Guard System/ 158

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:338STACK[AI0] [empire6]No fleet attached Guard System 159 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:338STACK[AI0] Cancel Fleet mission without fleet Guard System 159

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:338STACK[AI0] Cancel Fleet mission without fleet Guard System 159

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:338STACK[AI0] TaskFailed Guard System/ 159

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:339STACK[AI0] [empire6]No fleet attached Guard System 160 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:339STACK[AI0] Cancel Fleet mission without fleet Guard System 160

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:339STACK[AI0] Cancel Fleet mission without fleet Guard System 160

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:339STACK[AI0] TaskFailed Guard System/ 160

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:339STACK[AI0] [empire6]No fleet attached Return to base for upgrade 166 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:339STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 166

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:339STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 166

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:339STACK[AI0] TaskFailed Return to base for upgrade/ 166

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:339STACK[AI0] [empire6]No fleet attached Front clean orbit 174 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:339STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 174

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:340STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 174

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_CleanOrbit:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:340STACK[AI0] TaskFailed Front clean orbit/ 174

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:340STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 316

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:26:340STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:28:522STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:28:538STACKGameServerState_Turn_AI_PrepareSync

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

20:45:28:639STACKGameServerState_Turn_AI_Sync

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

20:45:28:805STACKGameServerState_Turn_Main

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

20:45:29:022STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:29:022STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 9)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:29:105STACKBegin encounter simulation ignition 28494

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:29:505STACKEnd encounter simulation ignition 28496

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:29:556STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:29:785STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:29:785STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:29:849STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:30:039STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:30:039STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:30:105STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:30:122STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 318

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:30:122STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:30:305STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:30:305STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:30:422STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:30:422STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:30:505STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:30:505STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:30:555STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:30:555STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:30:616STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:45:30:627STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:32:305STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:32:321STACKGameServerState_Turn_AI_PrepareSync

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

20:45:32:421STACKGameServerState_Turn_AI_Sync

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

20:45:32:588STACKGameServerState_Turn_Main

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

20:45:32:805STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:32:805STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 9)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:32:805STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 1956 4

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:32:805STACK[AI0] TaskFailed Gameplay Fleet Mission 1956/ 4

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:33:522STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 320

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:33:522STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:33:605STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:33:705STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:33:705STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:33:905STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:33:922STACKGameServerState_Turn_AI_PrepareSync

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

20:45:34:022STACKGameServerState_Turn_AI_Sync

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

20:45:34:155STACKGameServerState_Turn_Main

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

20:45:34:305STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:34:305STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 9)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:35:121STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 321

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:35:121STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:35:204STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:39:254STACKGameClientState_Turn_Finished

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

20:45:39:288STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:304STACKGameServerState_Turn_Finished

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

20:45:39:304STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:438STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000639, [Empire6], Entity index: 59

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:454STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:554STACKGameClientState_Turn_FinishedAndLocked

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

20:45:39:605STACKDisposing ServerEncounter 2203

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:605STACKGameServerState_Turn_Elections

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

20:45:39:605STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:676STACKGameClientState_Turn_Elections

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

20:45:39:690STACK[Elect] Empire#1: Using default action 'ElectionActionDefault'

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:691STACK[Elect] Empire#1: Selected action 'ElectionActionDefault' on ''.

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:706STACK[Elect] Empire#2: Using default action 'ElectionActionDefaultDictatorship'

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:706STACK[Elect] Empire#2: Using default politics 'Politics01'

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:706STACK[Elect] Empire#2: Selected action 'ElectionActionDefaultDictatorship' on 'Politics01'.

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:722STACK[Elect] Empire#3: Using default action 'ElectionActionDefault'

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:723STACK[Elect] Empire#3: Selected action 'ElectionActionDefault' on ''.

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:723STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefault, PoliticsName:

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDomesticAffairs+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:741STACK[Elect] Empire#4: Using default action 'ElectionActionDefaultDictatorship'

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:741STACK[Elect] Empire#4: Using default politics 'Politics01'

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:741STACK[Elect] Empire#4: Selected action 'ElectionActionDefaultDictatorship' on 'Politics01'.

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:756STACK[Elect] Empire#5: Using default action 'ElectionActionDefault'

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:757STACK[Elect] Empire#5: Selected action 'ElectionActionDefault' on ''.

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:757STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefaultDictatorship, PoliticsName: Politics01

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDomesticAffairs+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:773STACK[Elect] Empire#6: Using default action 'ElectionActionDefault'

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:773STACK[Elect] Empire#6: Selected action 'ElectionActionDefault' on ''.

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:790STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefault, PoliticsName:

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDomesticAffairs+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:827STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:827STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:827STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:827STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:827STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:827STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:828STACK[rseed] 1008

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:840STACK[rseed] 1011

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:840STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefaultDictatorship, PoliticsName: Politics01

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDomesticAffairs+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:854STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:855STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:855STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:855STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:855STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:855STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:855STACK[rseed] 1014

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:871STACK[rseed] 1017

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:871STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefault, PoliticsName:

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDomesticAffairs+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:888STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:888STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:888STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:888STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:888STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:889STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:889STACK[rseed] 1020

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:905STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefault, PoliticsName:

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDomesticAffairs+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:938STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:938STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:938STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:939STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:939STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:939STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:939STACK[rseed] 1786

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:971STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:972STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:972STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:972STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:972STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:972STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:39:972STACK[rseed] 1758

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:005STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:005STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:005STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:005STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:005STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:005STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:005STACK[rseed] 1885

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:021STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:021STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:022STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:022STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:022STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:022STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:022STACK[rseed] 1023

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:098STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:098STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:098STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:098STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:099STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:099STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:099STACK[rseed] 1880

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:141STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:141STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:141STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:141STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:141STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:141STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:141STACK[rseed] 1893

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:142STACK[Election] CANDIDATES [0] Politics01 1 4 REP_VOTES Jyem Politics01 Jyem Politics01 Jyem Politics01 Jyem Politics01

Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDomesticAffairs+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:171STACK[Election] CANDIDATES [0] Politics01 1 4 REP_VOTES Rasam Politics01 Rasam Politics01 Rasam Politics01 Rasam Politics01

Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDomesticAffairs+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:239STACK[Election] CANDIDATES [0] Politics02 0.6666667 4 [1] Politics01 0.1666667 1 [2] Politics03 0.1666667 1 REP_VOTES Llekim Politics01 Llekim Politics02 Llekim Politics02 Llekim Politics02 Orm Politics02 Llekim Politics03

Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDomesticAffairs+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:405STACK[Election] CANDIDATES [0] Politics04 0.8333333 5 [1] Politics06 0.1666667 1 REP_VOTES Ukdah Politics04 Ukdah Politics04 Ukdah Politics04 Ukdah Politics04 Ukdah Politics04 Ukdah Politics06

Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDomesticAffairs+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:471STACK[Election] CANDIDATES [0] Politics06 0.5833333 7 [1] Politics01 0.4166667 5 REP_VOTES Ker Politics01 Ker Politics01 Mrigashi Politics01 Soidan Politics01 Soidan Politics01 Ker Politics06 Ker Politics06 Mrigashi Politics06 Mrigashi Politics06 Mrigashi Politics06 Soidan Politics06 Soidan Politics06

Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDomesticAffairs+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:40:521STACK[Election] CANDIDATES [0] Politics01 0.625 5 [1] Politics05 0.375 3 REP_VOTES Fydis Politics01 Idrus Politics01 Idrus Politics01 Kamos Politics01 Fydis Politics01 Fydis Politics05 Fydis Politics05 Fydis Politics05

Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDomesticAffairs+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:45:122STACK[Elect] Empire#0: Selected action 'ElectionActionNoneEmpire' on 'Politics05'.

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
ElectionBeforePanel:OnNextStepCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:45:45:138STACKOrderApplyElectionAction ElectionActionName: ElectionActionNoneEmpire, PoliticsName: Politics05

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDomesticAffairs+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:45:205STACK[rseed] 1280

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:45:322STACK[rseed] 1931

ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_PartialWeighted+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:47:537STACK[Election] CANDIDATES [0] Politics05 0.75 6 [1] Politics02 0.25 2 REP_VOTES Ship#1280 Politics02 Ship#1931 Politics02 Ship#1280 Politics05 Ship#1280 Politics05 Ship#1280 Politics05 Ship#1931 Politics05 Ship#1931 Politics05 Ship#1931 Politics05

Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDomesticAffairs+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:405STACKGameClientState_Turn_ElectionsFinished

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

20:45:49:455STACKGameServerState_Turn_End

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

20:45:49:541STACKGameServerState_Turn_Ended

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

20:45:49:542STACKGameClientState_Turn_End

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

20:45:49:542STACKCan't get network statistic: TURNS_PLAYED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:542STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:542STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:542STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:542STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:542STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:542STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:542STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:543STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:543STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:543STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:543STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:543STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:543STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:543STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:543STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:543STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:544STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:544STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:544STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:544STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:544STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:544STACK[Order] OrderStartMarketplaceEvent::GameClient/OrderStartMarketplaceEvent#00000656

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator47:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:592STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:593STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.09 Politics03 = 0.02 Politics04 = 0.15 Politics05 = 0.52 Politics06 = 0.22 Politics00 = 0.00 TOTAL_SCORE = 46.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:593STACKCan't get network statistic: MAX_HERO_LEVEL

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
Hero:UpdateLevel()
Hero:ComputePerTurnProperties()
DepartmentOfEducation+c__IteratorE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:593STACKCan't get network statistic: MAX_HERO_LEVEL

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
Hero:UpdateLevel()
Hero:ComputePerTurnProperties()
DepartmentOfEducation+c__IteratorE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:593STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
Hero:UpdateLevel()
Hero:ComputePerTurnProperties()
DepartmentOfEducation+c__IteratorE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:638STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.07 Politics02 = 0.48 Politics03 = 0.12 Politics04 = 0.12 Politics05 = 0.10 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 101.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:661STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.05 Politics02 = 0.10 Politics03 = 0.28 Politics04 = 0.17 Politics05 = 0.00 Politics06 = 0.39 Politics00 = 0.00 TOTAL_SCORE = 57.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:696STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.33 Politics02 = 0.06 Politics03 = 0.06 Politics04 = 0.12 Politics05 = 0.04 Politics06 = 0.39 Politics00 = 0.00 TOTAL_SCORE = 90.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:719STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.04 Politics02 = 0.11 Politics03 = 0.15 Politics04 = 0.59 Politics05 = 0.07 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 27.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:776STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.33 Politics02 = 0.09 Politics03 = 0.13 Politics04 = 0.31 Politics05 = 0.02 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 106.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:49:812STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.07 Politics02 = 0.15 Politics03 = 0.31 Politics04 = 0.22 Politics05 = 0.02 Politics06 = 0.23 Politics00 = 0.00 TOTAL_SCORE = 54.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:50:031STACKGameClientState_Turn_Ended

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

20:45:50:031STACKDisposing Encounter 2098

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:50:031STACKDisposing Encounter 2099

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:50:031STACKDisposing Encounter 2100

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:50:031STACKDisposing Encounter 2141

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:50:031STACKDisposing Encounter 2163

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:50:031STACK[ChatMessage] RECV: l:/_turn/10 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:50:071STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000657, [Empire5], ColonizedStarSystemGUID: 1782, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:50:138STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000659, [Empire6], ColonizedStarSystemGUID: 1897, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:50:421STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000660, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:50:488STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000662, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator13:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:50:654STACKGameServerState_CheckForGameEndingConditions

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

20:45:50:754STACKGameServerState_Turn_Dump

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

20:45:50:771STACKGameClientState_Turn_ClearEntityActions

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

20:45:50:788STACKGameClientState_Turn_Dump

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

20:45:50:788STACKGameClientState_Turn_Dump_Finished

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

20:45:50:788STACKOrder history flushed.

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

20:45:50:821STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:50:821STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:51:365STACKGameServerState_Autosave

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

20:45:51:365STACK[ChatMessage] RECV: l:/_turn/10 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:51:374STACKGameServerState_Transition

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

20:45:51:374STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:51:374STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:51:411STACKGameServerState_Turn_Begin

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

20:45:52:437STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000668, [Empire7], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:471STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000669, [Empire8], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:504STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000066A, [Empire9], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:537STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000066B, [Empire10], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:571STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000066C, [Empire11], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:604STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000066D, [Empire12], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:642STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#0000066E, [Empire12], GUID = 2232, ShipDesigns = MFPrimitiveSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:671STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000066F, [Empire12], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -246.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:737STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000671, [Empire13], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:770STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000672, [Empire14], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:804STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000673, [Empire15], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:842STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000674, [Empire15], GUID = 2233, ShipDesigns = MFPrimitiveSmallAttackWeak x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:870STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000675, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -246.4

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:937STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000677, [Empire16], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:52:971STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000678, [Empire17], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:53:004STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000679, [Empire18], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:53:037STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000067A, [Empire19], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:53:070STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000067B, [Empire20], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:53:104STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000067C, [Empire21], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:53:137STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000067D, [Empire22], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:53:171STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000067E, [Empire23], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:53:204STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000067F, [Empire24], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:53:254STACKGameServerState_Turn_AI_Begin

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

20:45:53:254STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:53:354STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:53:754STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:53:771STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:53:795STACKGameClientState_Turn_Begin

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

20:45:53:854STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:53:855STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 10)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:54:854STACKGameClientState_Turn_Main

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

20:45:54:904STACKGameServerState_Turn_Main

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

20:45:54:904STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:54:920STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000680, Ticket: 0000043B

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:54:920STACK[AI0] TaskFailed ComplimentEmpireAction 7 with / 251

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:54:920STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:54:970STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:55:120STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000686, Ticket: 00000441, [Empire1], ShipGUIDs: 2103 , HeroGUID: 0, Position: NodeIndex:89, FleetGUID: 2240

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:55:220STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000689, Ticket: 00000444, [Empire3], ShipGUIDs: 2017 , HeroGUID: 0, Position: NodeIndex:118, FleetGUID: 2241

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:55:820STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000069B, Ticket: 00000456, [Empire1], ConstructibleElementName: TechnologyDefinitionScienceAndExploration8, ConstructionGameEntityGUID: 2242, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:55:853STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000069C, Ticket: 00000457, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:55:887STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000069D, Ticket: 00000458, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:55:954STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#0000069F, Ticket: 0000045A, [Empire3], ShipsGUID: 1360

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:56:020STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000006A1, Ticket: 0000045C, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:56:153STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#000006A5, Ticket: 00000460, [Empire5]: StarSystemGUID: 1782, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:56:187STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000006A6, Ticket: 00000461, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:56:220STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000006A7, Ticket: 00000462, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:56:387STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#000006AC, Ticket: 00000467, [Empire6]: StarSystemGUID: 1897, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:56:419STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000006AD, Ticket: 00000468, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:56:453STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#000006AE, Ticket: 00000469, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__IteratorE:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:56:758STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:56:770STACKGameServerState_Turn_AI_PrepareSync

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

20:45:57:053STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000006C0, [Empire5]: System #1782

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:086STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000006C1, [Empire6]: System #1897

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:119STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C2, [Empire2], Entity index: 28

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:186STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000006C4, Ticket: 0000047C

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:219STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C5, [Empire26], Entity index: 133

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:287STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C7, [Empire26], Entity index: 134

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:319STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C8, [Empire26], Entity index: 135

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:387STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006CA, [Empire26], Entity index: 136

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:420STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006CB, [Empire26], Entity index: 137

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:537STACKGameServerState_Turn_AI_Sync

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

20:45:57:687STACKGameServerState_Turn_Main

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

20:45:57:703STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006CC, [Empire26], Entity index: 146

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:737STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006CD, [Empire26], Entity index: 145

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:770STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006CE, [Empire26], Entity index: 144

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:804STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006CF, [Empire26], Entity index: 143

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:837STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006D0, [Empire26], Entity index: 142

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:870STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006D1, [Empire26], Entity index: 141

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:870STACK[AI0] Sync took 1.1000629 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:57:870STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 10)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:57:905STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006D2, [Empire26], Entity index: 140

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:937STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006D3, [Empire26], Entity index: 139

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:57:971STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006D4, [Empire26], Entity index: 138

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:45:58:670STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:45:58:703STACK[AI0] TaskFailed ComplimentEmpireAction 7 with / 273

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:58:703STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:45:58:872STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000006DF, Ticket: 00000487, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:00:127STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverview currentViewIndex=2 shipDesign=ShipDesign#1297

ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo)
ShipDesignBasePanel:Refresh()
ShipDesignOverviewPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroUpdateNotificationWindow:OnInspectCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:46:00:128STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignBasePanel:Refresh()
ShipDesignOverviewPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroUpdateNotificationWindow:OnInspectCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:46:00:128STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverview currentViewIndex=2

ShipDesignBasePanel:HideShipView()
ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
HeroOverviewPanel:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide()
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroUpdateNotificationWindow:OnInspectCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:46:00:870STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:00:887STACKGameServerState_Turn_AI_PrepareSync

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

20:46:00:987STACKGameServerState_Turn_AI_Sync

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

20:46:01:138STACKGameServerState_Turn_Main

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

20:46:01:354STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:01:354STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 10)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:01:387STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000006E6, Ticket: 0000048C, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:01:486STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000006E9, Ticket: 0000048D

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:01:872STACK[AI0] TaskForce Cancel Guard System with motivation 0.1749347 for Front clean orbit with motivation 0.57

Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:01:872STACK[AI0] Unassign fleet 2011/133 from TF

Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:02:055STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:02:088STACK[AI0] TaskFailed ComplimentEmpireAction 7 with / 282

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:02:088STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:02:138STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000006FB, Ticket: 0000049F, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:03:888STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000702, [Empire1], Entity index: 67

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:04:271STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:04:287STACKGameServerState_Turn_AI_PrepareSync

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

20:46:04:387STACKGameServerState_Turn_AI_Sync

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

20:46:04:537STACKGameServerState_Turn_Main

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

20:46:04:655STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:04:656STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 10)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:04:688STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000703, Ticket: 000004A6, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:05:105STACK[AI0] Unassign fleet 2011/0 from TF

Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute()
Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:05:455STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:05:471STACK[AI0] TaskFailed ComplimentEmpireAction 7 with / 287

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:05:471STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:07:121STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:IShipDesignRendererService.ChangeViewContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo)
ShipDesignBasePanel:Refresh()
ShipDesignOverviewPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo)
GuiManager:HandleInput(System.Reflection.ParameterInfo)
Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo)
InputManager:HandleInput(System.Reflection.ParameterInfo)
Amplitude.Unity.Input.InputManager:Update()

20:46:07:122STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverview currentViewIndex=2 shipDesign=ShipDesign#1297

ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo)
ShipDesignBasePanel:Refresh()
ShipDesignOverviewPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo)
GuiManager:HandleInput(System.Reflection.ParameterInfo)
Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo)
InputManager:HandleInput(System.Reflection.ParameterInfo)
Amplitude.Unity.Input.InputManager:Update()

20:46:07:122STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignBasePanel:Refresh()
ShipDesignOverviewPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo)
GuiManager:HandleInput(System.Reflection.ParameterInfo)
Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo)
InputManager:HandleInput(System.Reflection.ParameterInfo)
Amplitude.Unity.Input.InputManager:Update()

20:46:07:122STACKUnload material AridPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

20:46:07:122STACKUnload material JunglePlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

20:46:07:122STACKUnload material AshPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

20:46:07:122STACKUnload material OceanPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

20:46:08:160STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

20:46:08:160STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null

ShipDesignBasePanel:RefreshShipSlots()
ShipDesignBasePanel:SpecificUpdate()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:46:08:244STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:08:273STACKGameServerState_Turn_AI_PrepareSync

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

20:46:08:430STACKGameServerState_Turn_AI_Sync

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

20:46:08:596STACKGameServerState_Turn_Main

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

20:46:08:767STACK[AI0] Sync took 0.6000343 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:08:767STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 10)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:08:952STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverview currentViewIndex=2

ShipDesignBasePanel:HideShipView()
ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
HeroOverviewPanel:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:46:08:952STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:UnloadHullSoundBank()
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:46:09:470STACK[AI0] [empire5]No fleet attached Guard System 333 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:471STACK[AI0] Cancel Fleet mission without fleet Guard System 333

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:471STACK[AI0] Cancel Fleet mission without fleet Guard System 333

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:471STACK[AI0] TaskFailed Guard System/ 333

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:471STACK[AI0] [empire5]No fleet attached Guard System 334 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:471STACK[AI0] Cancel Fleet mission without fleet Guard System 334

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:471STACK[AI0] Cancel Fleet mission without fleet Guard System 334

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:471STACK[AI0] TaskFailed Guard System/ 334

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:471STACK[AI0] [empire5]No fleet attached Return to base for upgrade 358 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:471STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 358

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:472STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 358

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:472STACK[AI0] TaskFailed Return to base for upgrade/ 358

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:487STACK[AI0] TaskFailed ComplimentEmpireAction 7 with / 289

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:487STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:09:571STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:09:671STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:09:671STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:09:870STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:09:887STACKGameServerState_Turn_AI_PrepareSync

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

20:46:09:987STACKGameServerState_Turn_AI_Sync

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

20:46:10:137STACKGameServerState_Turn_Main

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

20:46:10:271STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:10:271STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 10)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:10:970STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:10:987STACK[AI0] TaskFailed ComplimentEmpireAction 7 with / 290

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:10:987STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:13:170STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:13:187STACKGameServerState_Turn_AI_PrepareSync

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

20:46:13:287STACKGameServerState_Turn_AI_Sync

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

20:46:13:437STACKGameServerState_Turn_Main

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

20:46:13:572STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:13:572STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 10)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:13:687STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000709, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:14:137STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000070D, [Empire0], Entity index: 62

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:14:370STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:14:387STACK[AI0] TaskFailed ComplimentEmpireAction 7 with / 291

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:14:387STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:16:171STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

20:46:16:171STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo)
GuiManager:UpdateGameWindowsVisibility()
GuiManager:Refresh()
GuiManager:Update_IGuiGamePanelService()
GuiManager:Update()

20:46:16:571STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:16:588STACKGameServerState_Turn_AI_PrepareSync

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

20:46:16:687STACKGameServerState_Turn_AI_Sync

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

20:46:16:820STACKGameServerState_Turn_Main

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

20:46:16:970STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:16:971STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 10)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:17:770STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:17:786STACK[AI0] TaskFailed ComplimentEmpireAction 7 with / 292

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:17:786STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:19:971STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:19:987STACKGameServerState_Turn_AI_PrepareSync

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

20:46:20:087STACKGameServerState_Turn_AI_Sync

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

20:46:20:221STACKGameServerState_Turn_Main

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

20:46:20:371STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:20:371STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 10)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:21:087STACK[AI0] TaskFailed ComplimentEmpireAction 7 with / 293

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:21:087STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:21:171STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:25:071STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:25:071STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:25:271STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:25:287STACKGameServerState_Turn_AI_PrepareSync

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

20:46:25:387STACKGameServerState_Turn_AI_Sync

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

20:46:25:521STACKGameServerState_Turn_Main

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

20:46:25:672STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:25:672STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 10)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:26:387STACK[AI0] TaskFailed ComplimentEmpireAction 7 with / 294

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:26:387STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:26:470STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:27:571STACKGameClientState_Turn_Finished

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

20:46:27:604STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:27:620STACKGameServerState_Turn_Finished

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

20:46:27:620STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:27:687STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:27:787STACKGameClientState_Turn_FinishedAndLocked

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

20:46:27:837STACKGameServerState_Turn_Elections

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

20:46:27:837STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:27:854STACKGameClientState_Turn_Elections

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

20:46:27:987STACKGameClientState_Turn_ElectionsFinished

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

20:46:28:037STACKGameServerState_Turn_End

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

20:46:28:120STACKGameServerState_Turn_Ended

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

20:46:28:120STACKGameClientState_Turn_End

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

20:46:28:120STACKCan't get network statistic: TURNS_PLAYED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:120STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:120STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:120STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:120STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:121STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:121STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:121STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:121STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:121STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:121STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:121STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:121STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:122STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:122STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:122STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:122STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:122STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:122STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:122STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:122STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:122STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:147STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:147STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.08 Politics03 = 0.02 Politics04 = 0.15 Politics05 = 0.53 Politics06 = 0.22 Politics00 = 0.00 TOTAL_SCORE = 45.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:170STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.06 Politics02 = 0.49 Politics03 = 0.11 Politics04 = 0.11 Politics05 = 0.12 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 109.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:207STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:207STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:208STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.05 Politics02 = 0.07 Politics03 = 0.26 Politics04 = 0.17 Politics05 = 0.00 Politics06 = 0.45 Politics00 = 0.00 TOTAL_SCORE = 60.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:253STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.31 Politics02 = 0.07 Politics03 = 0.05 Politics04 = 0.11 Politics05 = 0.04 Politics06 = 0.43 Politics00 = 0.00 TOTAL_SCORE = 103.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:289STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.04 Politics02 = 0.13 Politics03 = 0.15 Politics04 = 0.55 Politics05 = 0.07 Politics06 = 0.07 Politics00 = 0.00 TOTAL_SCORE = 27.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:289STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000711, [Empire2]: System #1011

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:349STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.34 Politics02 = 0.08 Politics03 = 0.19 Politics04 = 0.26 Politics05 = 0.02 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 132.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:386STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.10 Politics02 = 0.11 Politics03 = 0.34 Politics04 = 0.21 Politics05 = 0.01 Politics06 = 0.22 Politics00 = 0.00 TOTAL_SCORE = 71.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:386STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000712, Ticket: 000004B0

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:553STACKGameClientState_Turn_Ended

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

20:46:28:553STACKDisposing Encounter 2203

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:553STACK[ChatMessage] RECV: l:/_turn/11 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:770STACKGameServerState_CheckForGameEndingConditions

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

20:46:28:870STACKGameServerState_Turn_Dump

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

20:46:28:886STACKGameClientState_Turn_ClearEntityActions

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

20:46:28:903STACKGameClientState_Turn_Dump

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

20:46:28:903STACKGameClientState_Turn_Dump_Finished

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

20:46:28:903STACKOrder history flushed.

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

20:46:28:937STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:28:937STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:29:849STACKGameServerState_Autosave

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

20:46:29:849STACK[ChatMessage] RECV: l:/_turn/11 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:29:858STACKGameServerState_Transition

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

20:46:29:858STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:29:858STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:29:930STACKGameServerState_Turn_Begin

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

20:46:29:938STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000713, Ticket: 000004B1

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:30:587STACKGameServerState_Turn_AI_Begin

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

20:46:30:587STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:30:754STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:31:253STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:31:270STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:31:296STACKGameClientState_Turn_Begin

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

20:46:31:354STACK[AI0] Sync took 0.6000343 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:31:354STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:32:370STACKGameClientState_Turn_Main

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

20:46:32:439STACKGameServerState_Turn_Main

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

20:46:32:439STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:32:453STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000719, Ticket: 000004B2

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:32:453STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:32:486STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000071A, Ticket: 000004B3

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:32:520STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000071B, Ticket: 000004B4

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:32:657STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000071F, Ticket: 000004B8, [Empire3], ShipGUIDs: 2180 , HeroGUID: 0, Position: NodeIndex:118, FleetGUID: 2270

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:32:688STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000720, Ticket: 000004B9, [Empire3], ShipGUIDs: 2110 , HeroGUID: 0, Position: NodeIndex:121, FleetGUID: 2271

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:32:755STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000722, Ticket: 000004BB, [Empire4], ShipGUIDs: 2182 , HeroGUID: 0, Position: NodeIndex:127, FleetGUID: 2272

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:32:853STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000725, Ticket: 000004BE, [Empire6], ShipGUIDs: 2132 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 2273

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:33:387STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000735, Ticket: 000004CE, [Empire1], ShipsGUID: 2103

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:33:454STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000737, Ticket: 000004D0, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:33:487STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000738, Ticket: 000004D1, [Empire2], ConstructibleElementName: TechnologyDefinitionMilitary5, ConstructionGameEntityGUID: 2277, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:33:554STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000073A, Ticket: 000004D3, [Empire3], ConstructibleElementName: TechnologyDefinitionScienceAndExploration1, ConstructionGameEntityGUID: 2279, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:33:587STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000073B, Ticket: 000004D4, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:33:623STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000073C, Ticket: 000004D5, [Empire3], ShipGUIDs: 2180 , HeroGUID: 0, Position: NodeIndex:118, FleetGUID: 2282

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:33:687STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000073E, Ticket: 000004D7, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:33:721STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000073F, Ticket: 000004D8, [Empire4], ConstructibleElementName: TechnologyDefinitionScienceAndExploration8, ConstructionGameEntityGUID: 2285, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:33:789STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000741, Ticket: 000004DA, [Empire4], ShipGUIDs: 2182 , HeroGUID: 0, Position: NodeIndex:127, FleetGUID: 2286

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:33:854STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000743, Ticket: 000004DC, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:33:887STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000744, Ticket: 000004DD, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:33:920STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#00000745, Ticket: 000004DE, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfCommerce+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:34:020STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000748, Ticket: 000004E1, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:34:053STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000749, Ticket: 000004E2, [Empire6], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment3, ConstructionGameEntityGUID: 2295, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:34:087STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000074A, Ticket: 000004E3, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:34:204STACK[Empire 5] OrderEntityAction preprocessing failed because MoveToFleetActionDefinition cannot be executed with given parameters.

DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:34:204STACKGoToFleetAction #67: MoveTo order failed.

GoToFleetAction:OnMoveToOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:34:254STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:34:270STACKGameServerState_Turn_AI_PrepareSync

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

20:46:34:487STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:34:787STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000075F, [Empire2], Entity index: 33

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:34:820STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000760, [Empire6], Entity index: 85

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:34:904STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:34:920STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:35:036STACKGameServerState_Turn_AI_Sync

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

20:46:35:205STACKGameServerState_Turn_Main

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

20:46:35:253STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000764, [Empire26], Entity index: 201

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:35:287STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000765, [Empire26], Entity index: 200

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:35:320STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000766, [Empire26], Entity index: 199

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:35:354STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000767, [Empire26], Entity index: 198

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:35:354STACK[AI0] Sync took 1.1000629 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:35:354STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:35:388STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000768, [Empire26], Entity index: 197

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:35:420STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000769, [Empire26], Entity index: 196

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:35:453STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000076A, [Empire26], Entity index: 195

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:35:487STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000076B, [Empire26], Entity index: 194

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:35:520STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000076C, [Empire26], Entity index: 192

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:35:553STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000076D, [Empire26], Entity index: 191

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:35:587STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000076E, [Empire26], Entity index: 190

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:35:620STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000076F, [Empire26], Entity index: 188

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:35:653STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000770, [Empire26], Entity index: 187

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:36:053STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:36:170STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 182

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:36:170STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:36:270STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:36:754STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:36:771STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:36:804STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:36:988STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:37:005STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:38:255STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:38:271STACKGameServerState_Turn_AI_PrepareSync

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

20:46:38:371STACKGameServerState_Turn_AI_Sync

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

20:46:38:520STACKGameServerState_Turn_Main

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

20:46:38:654STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:38:654STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:39:354STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:39:371STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 184

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:39:371STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:39:487STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000007A6, Ticket: 0000052B, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:39:621STACKCancelling actions on Ker (623) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 3

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:39:704STACKBegin encounter simulation ignition 32456

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:39:721STACKCancelling actions on Ukdah (296) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 6

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:109STACKEnd encounter simulation ignition 32458

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:122STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000007AE, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:137STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:291STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:292STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:354STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:420STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007B6, [Empire0], Entity index: 74

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:554STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:554STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:588STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007B8, [Empire0], Entity index: 51

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:803STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:803STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:920STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:920STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:970STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:40:971STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:41:020STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:41:020STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:41:087STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:41:354STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007C1, [Empire4], Entity index: 64

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:41:604STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:41:621STACKGameServerState_Turn_AI_PrepareSync

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

20:46:41:721STACKGameServerState_Turn_AI_Sync

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

20:46:41:870STACKGameServerState_Turn_Main

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

20:46:42:004STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:42:004STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:42:004STACK[AI0] Cancel Fleet mission without fleet Go to the node and launch the probe! 158

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ExploreNode:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:42:004STACK[AI0] TaskFailed Go to the node and launch the probe!/ 158

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:42:137STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:42:287STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:42:303STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:42:804STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:42:820STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 186

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:42:821STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:42:939STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000007CD, Ticket: 0000054A, [Empire5], ShipGUIDs: 2248 , HeroGUID: 0, Position: NodeIndex:32, FleetGUID: 2309

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:43:020STACKBegin encounter simulation ignition 32632

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:43:425STACKEnd encounter simulation ignition 32634

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:43:425STACKBegin encounter simulation ignition 32634

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:43:819STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:43:819STACKEnd encounter simulation ignition 32636

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:43:865STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:060STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:060STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:154STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:154STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:187STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:254STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:387STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:387STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:453STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:453STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:570STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:570STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:687STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:687STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:740STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:740STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:753STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:753STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:803STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:804STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:44:870STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:45:020STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:45:037STACKGameServerState_Turn_AI_PrepareSync

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

20:46:45:120STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:45:120STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:45:187STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:45:187STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:45:220STACKGameServerState_Turn_AI_Sync

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

20:46:45:370STACKGameServerState_Turn_Main

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

20:46:45:454STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:45:454STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:45:503STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:45:503STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:45:520STACK[AI0] Sync took 0.5030287 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:45:520STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:45:554STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:45:555STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:45:587STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000007EE, Ticket: 00000569

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:45:687STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:45:720STACKCancelling actions on Lesath (601) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 3

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:46:037STACK[AI0] Unassign fleet 2286/176 from TF

Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:220STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:46:220STACK[AI0] [empire2]No fleet attached Guard System 152 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:221STACK[AI0] Cancel Fleet mission without fleet Guard System 152

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:221STACK[AI0] Cancel Fleet mission without fleet Guard System 152

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:221STACK[AI0] TaskFailed Guard System/ 152

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:221STACK[AI0] [empire2]No fleet attached Front Attack system 153 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:221STACK[AI0] Cancel Fleet mission without fleet Front Attack system 153

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:221STACK[AI0] Cancel Fleet mission without fleet Front Attack system 153

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_AttackSystem:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:221STACK[AI0] TaskFailed Front Attack system/ 153

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:221STACK[AI0] [empire2]No fleet attached Return to base for upgrade 155 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:221STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 155

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:221STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 155

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:222STACK[AI0] TaskFailed Return to base for upgrade/ 155

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:222STACK[AI0] [empire2]No fleet attached Front Intercept Fleet 156 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:222STACK[AI0] Cancel Fleet mission without fleet Front Intercept Fleet 156

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:222STACK[AI0] Cancel Fleet mission without fleet Front Intercept Fleet 156

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:222STACK[AI0] TaskFailed Front Intercept Fleet/ 156

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:222STACK[AI0] [empire2]No fleet attached Front clean orbit 164 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:222STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 164

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:222STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 164

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_CleanOrbit:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:222STACK[AI0] TaskFailed Front clean orbit/ 164

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:223STACK[AI0] [empire5]No fleet attached Guard System 380 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:223STACK[AI0] Cancel Fleet mission without fleet Guard System 380

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:223STACK[AI0] Cancel Fleet mission without fleet Guard System 380

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:223STACK[AI0] TaskFailed Guard System/ 380

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:223STACK[AI0] [empire5]No fleet attached Guard System 381 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:223STACK[AI0] Cancel Fleet mission without fleet Guard System 381

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:223STACK[AI0] Cancel Fleet mission without fleet Guard System 381

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:223STACK[AI0] TaskFailed Guard System/ 381

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:223STACK[AI0] [empire5]No fleet attached Return to base for upgrade 385 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:223STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 385

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:223STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 385

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:224STACK[AI0] TaskFailed Return to base for upgrade/ 385

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:237STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 187

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:46:237STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:48:420STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:48:436STACKGameServerState_Turn_AI_PrepareSync

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

20:46:48:536STACKGameServerState_Turn_AI_Sync

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

20:46:48:670STACKGameServerState_Turn_Main

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

20:46:48:821STACK[AI0] Sync took 0.4060232 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:48:821STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:48:821STACK[AI0] Cancel Fleet mission without fleet Search all the curiosities of a node 103

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ExploreNode:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:48:821STACK[AI0] TaskFailed Search all the curiosities of a node/ 103

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:48:821STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 2059 7

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:48:821STACK[AI0] TaskFailed Gameplay Fleet Mission 2059/ 7

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:48:903STACKBegin encounter simulation ignition 32933

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:49:305STACKEnd encounter simulation ignition 32935

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:49:350STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:49:564STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:49:564STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:49:627STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:49:820STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:49:820STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:49:903STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:49:920STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 189

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:49:920STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:49:937STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000802, Ticket: 0000057A, [Empire1], ShipGUIDs: 1964 , HeroGUID: 0, Position: NodeIndex:89, FleetGUID: 2311

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:50:103STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:50:103STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:50:220STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:50:220STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:50:303STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:50:303STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:50:354STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:50:354STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:50:420STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000080B, Ticket: 00000581

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:50:453STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000080C, Ticket: 00000582

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:50:487STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000080D, Ticket: 00000583

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:50:553STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:52:104STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:52:121STACKGameServerState_Turn_AI_PrepareSync

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

20:46:52:220STACKGameServerState_Turn_AI_Sync

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

20:46:52:353STACKGameServerState_Turn_Main

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

20:46:52:505STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:52:505STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:52:505STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 1803 2

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.LesserEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:52:505STACK[AI0] TaskFailed Gameplay Fleet Mission 1803/ 2

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.LesserEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:53:104STACK[AI0] Unassign fleet 2240/278 from TF

Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:53:104STACK[AI0] Unassign fleet 2011/279 from TF

Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:53:323STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 191

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:53:323STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:53:404STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:53:504STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:53:504STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:53:704STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:53:720STACKGameServerState_Turn_AI_PrepareSync

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

20:46:53:820STACKGameServerState_Turn_AI_Sync

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

20:46:53:956STACKGameServerState_Turn_Main

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

20:46:54:104STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:54:105STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:54:421STACK[AI0] Unassign fleet 2240/0 from TF

Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute()
Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:54:422STACK[AI0] Unassign fleet 2011/0 from TF

Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute()
Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:54:805STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:54:821STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 192

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:54:822STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:55:124STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000815, [Empire1], Entity index: 70

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:55:155STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000816, [Empire1], Entity index: 71

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:55:338STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000817, Ticket: 0000058B, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:55:371STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000818, Ticket: 0000058C, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:56:571STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000819, Ticket: 0000058D, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:56:605STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000081A, Ticket: 0000058E, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:57:005STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:57:021STACKGameServerState_Turn_AI_PrepareSync

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

20:46:57:121STACKGameServerState_Turn_AI_Sync

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

20:46:57:255STACKGameServerState_Turn_Main

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

20:46:57:405STACK[AI0] Sync took 0.4040231 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:57:405STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:58:105STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:46:58:138STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 193

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:58:138STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:46:58:154STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000081B, Ticket: 0000058F, [Empire1], ShipsGUID: 1914

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:59:338STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000081D, Ticket: 00000591, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:59:371STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000081E, Ticket: 00000592, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:59:692STACK[Quests] Adding global quest variable: $CloseSystem = System.Collections.Generic.List`1[System.Object] for empire 1

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:TryTriggerQuestsFromGameEvent(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
Curiosity:Discover(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:DiscoverWithFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ExpeditionFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:46:59:754STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000820, Ticket: 00000593

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:00:304STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:00:321STACKGameServerState_Turn_AI_PrepareSync

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

20:47:00:421STACKGameServerState_Turn_AI_Sync

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

20:47:00:573STACKGameServerState_Turn_Main

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

20:47:00:587STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000821, Ticket: 00000594, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:00:656STACK[Curiosities] Spawned Curiosity #2315 (Curiosity_Loot_Ruins_Era1) on Lonica II(Planet 1)

DepartmentOfTheInterior+c__Iterator1E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:00:688STACK[Curiosities] Spawned Curiosity #2316 (Curiosity_Loot_Ruins_Era1) on Vorta III(Planet 2)

DepartmentOfTheInterior+c__Iterator1E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:00:705STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:00:705STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:00:705STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 258

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:00:705STACK[AI0] TaskFailed Return to base for upgrade/ 258

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:00:722STACK[Curiosities] Spawned Curiosity #2317 (Curiosity_Loot_Ruins_Era1) on Zhuyin II(Planet 1)

DepartmentOfTheInterior+c__Iterator1E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:00:757STACK[Curiosities] Spawned Curiosity #2318 (Curiosity_Loot_Ruins_Era1) on Rukbat II(Planet 1)

DepartmentOfTheInterior+c__Iterator1E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:00:787STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000827, Ticket: 00000595

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:01:404STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:01:421STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 194

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:01:421STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:03:603STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:03:619STACKGameServerState_Turn_AI_PrepareSync

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

20:47:03:720STACKGameServerState_Turn_AI_Sync

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

20:47:03:870STACKGameServerState_Turn_Main

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

20:47:04:003STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:04:003STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:04:619STACK[AI0] Fleet Cancel Search all the curiosities of a node with motivation 0 for Find node 91 with motivation 0.475

Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:04:803STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:04:819STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 195

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:04:819STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:05:002STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:07:103STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:07:103STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:07:303STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:07:320STACKGameServerState_Turn_AI_PrepareSync

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

20:47:07:420STACKGameServerState_Turn_AI_Sync

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

20:47:07:553STACKGameServerState_Turn_Main

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

20:47:07:703STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:07:703STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:08:419STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 196

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:08:419STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:08:503STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:09:903STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:09:903STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:10:103STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:10:119STACKGameServerState_Turn_AI_PrepareSync

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

20:47:10:219STACKGameServerState_Turn_AI_Sync

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

20:47:10:352STACKGameServerState_Turn_Main

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

20:47:10:503STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:10:503STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:11:202STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:11:219STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 197

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:11:219STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:11:736STACK[Order] OrderMergeFleets::DepartmentOfDefense/OrderMergeFleets#0000082B, Ticket: 00000599, [Empire0], DestinationFleet: 2030, FleetsGUID: 2030,1928

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__IteratorC:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:11:753STACKTrying to refresh a GarrisonPanel with a null Garrison.

GarrisonPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:47:13:403STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:13:419STACKGameServerState_Turn_AI_PrepareSync

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

20:47:13:519STACKGameServerState_Turn_AI_Sync

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

20:47:13:653STACKGameServerState_Turn_Main

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

20:47:13:803STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:13:803STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:14:519STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 198

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:14:519STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:14:602STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:16:403STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:16:403STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:16:436STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000082E, Ticket: 0000059B

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:16:469STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000082F, Ticket: 0000059C

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:16:603STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:16:619STACKGameServerState_Turn_AI_PrepareSync

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

20:47:16:719STACKGameServerState_Turn_AI_Sync

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

20:47:16:869STACKGameServerState_Turn_Main

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

20:47:17:003STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:17:003STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:17:719STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 199

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:17:719STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:17:803STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:24:102STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:24:102STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:24:302STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:24:319STACKGameServerState_Turn_AI_PrepareSync

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

20:47:24:419STACKGameServerState_Turn_AI_Sync

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

20:47:24:552STACKGameServerState_Turn_Main

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

20:47:24:703STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:24:703STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 11)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:25:519STACK[AI0] TaskFailed ComplimentEmpireAction 18 with / 200

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:25:519STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:25:602STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:27:203STACKGameClientState_Turn_Finished

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

20:47:27:236STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:252STACKGameServerState_Turn_Finished

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

20:47:27:252STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:319STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:419STACKGameClientState_Turn_FinishedAndLocked

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

20:47:27:469STACKDisposing ServerEncounter 2274

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:469STACKDisposing ServerEncounter 2298

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:469STACKDisposing ServerEncounter 2300

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:469STACKDisposing ServerEncounter 2307

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:469STACKGameServerState_Turn_Elections

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

20:47:27:470STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:486STACKGameClientState_Turn_Elections

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

20:47:27:619STACKGameClientState_Turn_ElectionsFinished

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

20:47:27:669STACKGameServerState_Turn_End

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

20:47:27:749STACKGameServerState_Turn_Ended

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

20:47:27:750STACKGameClientState_Turn_End

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

20:47:27:750STACKCan't get network statistic: TURNS_PLAYED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:750STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:750STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:750STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:750STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:750STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:750STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:751STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:751STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:751STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:751STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:751STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:751STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:751STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:752STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:752STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:752STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:752STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:752STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:752STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:752STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:752STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:786STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:786STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.05 Politics03 = 0.02 Politics04 = 0.13 Politics05 = 0.57 Politics06 = 0.23 Politics00 = 0.00 TOTAL_SCORE = 61.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:819STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.05 Politics02 = 0.46 Politics03 = 0.11 Politics04 = 0.11 Politics05 = 0.13 Politics06 = 0.14 Politics00 = 0.00 TOTAL_SCORE = 132.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:845STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.02 Politics02 = 0.03 Politics03 = 0.27 Politics04 = 0.17 Politics05 = 0.00 Politics06 = 0.51 Politics00 = 0.00 TOTAL_SCORE = 59.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:887STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.27 Politics02 = 0.06 Politics03 = 0.07 Politics04 = 0.09 Politics05 = 0.02 Politics06 = 0.48 Politics00 = 0.00 TOTAL_SCORE = 117.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:929STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.04 Politics02 = 0.13 Politics03 = 0.18 Politics04 = 0.51 Politics05 = 0.04 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 27.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:27:984STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.30 Politics02 = 0.06 Politics03 = 0.26 Politics04 = 0.21 Politics05 = 0.01 Politics06 = 0.16 Politics00 = 0.00 TOTAL_SCORE = 158.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:28:014STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.09 Politics02 = 0.10 Politics03 = 0.38 Politics04 = 0.19 Politics05 = 0.01 Politics06 = 0.22 Politics00 = 0.00 TOTAL_SCORE = 77.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:28:186STACKGameClientState_Turn_Ended

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

20:47:28:186STACK[ChatMessage] RECV: l:/_turn/12 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:28:235STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000832, [Empire6], ColonizedStarSystemGUID: 1980, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:28:302STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000834, [Empire4], ColonizedStarSystemGUID: 1990, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__IteratorF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:28:568STACKGameServerState_CheckForGameEndingConditions

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

20:47:28:668STACKGameServerState_Turn_Dump

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

20:47:28:685STACKGameClientState_Turn_ClearEntityActions

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

20:47:28:702STACKGameClientState_Turn_Dump

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

20:47:28:702STACKGameClientState_Turn_Dump_Finished

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

20:47:28:702STACKOrder history flushed.

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

20:47:28:735STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:28:735STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:29:655STACKGameServerState_Autosave

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

20:47:29:655STACK[ChatMessage] RECV: l:/_turn/12 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:29:664STACKGameServerState_Transition

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

20:47:29:664STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:29:665STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:29:701STACKGameServerState_Turn_Begin

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

20:47:30:436STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000083C, [Empire7], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:469STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000083D, [Empire8], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:503STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000083E, [Empire9], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:536STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000083F, [Empire10], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:575STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000840, [Empire10], GUID = 2323, ShipDesigns = MFPrimitiveSmallAttackAvg x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:603STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000841, [Empire10], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -338.8

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:670STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000843, [Empire11], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:703STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000844, [Empire13], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:736STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000845, [Empire14], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:770STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000846, [Empire16], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:803STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000847, [Empire17], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:842STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000848, [Empire17], GUID = 2324, ShipDesigns = MFPrimitiveSmallAttackAvg x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:870STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000849, [Empire17], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -338.8

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:937STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000084B, [Empire18], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:30:970STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000084C, [Empire19], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:31:004STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000084D, [Empire20], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:31:044STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#0000084E, [Empire20], GUID = 2325, ShipDesigns = MFPrimitiveSmallAttackAvg x 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:31:070STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000084F, [Empire20], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -338.8

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:31:136STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000851, [Empire21], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:31:170STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000852, [Empire22], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:31:203STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000853, [Empire23], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:31:235STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000854, [Empire24], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:31:286STACKGameServerState_Turn_AI_Begin

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

20:47:31:286STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:31:453STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:31:870STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:Update()
CursorManager:Update()

20:47:31:953STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:31:969STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:31:998STACKGameClientState_Turn_Begin

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

20:47:32:054STACK[AI0] Sync took 0.6010344 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:32:054STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:32:054STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 2077 13

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:32:054STACK[AI0] TaskFailed Gameplay Fleet Mission 2077/ 13

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:33:103STACKGameClientState_Turn_Main

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

20:47:33:153STACKGameServerState_Turn_Main

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

20:47:33:153STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:153STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:33:169STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000855, Ticket: 0000059F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:169STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 395

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:33:169STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:33:205STACK[Order] OrderUnlockTechnology::DepartmentOfScience/OrderUnlockTechnology#00000856, [Empire0], TechnologyName: TechnologyDefinitionMilitary2, Notify: False

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:206STACKCan't find network achievement: RESEARCH_QUADRANT_MILITARY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventTechnologyUnlocked(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:235STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000857, Ticket: 000005A0

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:269STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000858, Ticket: 000005A1

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:302STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000859, Ticket: 000005A2

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:336STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000085A, Ticket: 000005A3

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:369STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000085B, Ticket: 000005A4

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:402STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000085C, Ticket: 000005A5

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:436STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000085D, Ticket: 000005A6

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:469STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000085E, Ticket: 000005A7

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:570STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000861, Ticket: 000005AA, [Empire1], ShipGUIDs: 1914 , HeroGUID: 0, Position: NodeIndex:89, FleetGUID: 2335

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:636STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000863, Ticket: 000005AC, [Empire3], ShipGUIDs: 2178 , HeroGUID: 0, Position: NodeIndex:116, FleetGUID: 2336

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:702STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000865, Ticket: 000005AE, [Empire3], ShipGUIDs: 2284 , HeroGUID: 0, Position: NodeIndex:118, FleetGUID: 2337

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:735STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000866, Ticket: 000005AF, [Empire4], ShipGUIDs: 2305 , HeroGUID: 0, Position: NodeIndex:127, FleetGUID: 2338

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:33:869STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000086A, Ticket: 000005B3, [Empire6], ShipGUIDs: 2195 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 2339

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:436STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000087B, Ticket: 000005C4, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:469STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000087C, Ticket: 000005C5, [Empire1], ShipGUIDs: 2244 , HeroGUID: 0, Position: NodeIndex:89, FleetGUID: 2342

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:503STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000087D, Ticket: 000005C6, [Empire1], ShipGUIDs: 1914 , HeroGUID: 0, Position: NodeIndex:89, FleetGUID: 2343

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:536STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000087E, Ticket: 000005C7, [Empire2], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade5, ConstructionGameEntityGUID: 2344, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:569STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000087F, Ticket: 000005C8, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:636STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000881, Ticket: 000005CA, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:669STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000882, Ticket: 000005CB, [Empire4], ShipGUIDs: 2305 , HeroGUID: 0, Position: NodeIndex:127, FleetGUID: 2349

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:702STACK[Order] OrderQueuePlanetColonizationConstruction::DepartmentOfIndustry/OrderQueuePlanetColonizationConstruction#00000883, Ticket: 000005CC, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:769STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000885, Ticket: 000005CE, [Empire4]: StarSystemGUID: 1990, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:802STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000886, Ticket: 000005CF, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:836STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000887, Ticket: 000005D0, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:869STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000888, Ticket: 000005D1, [Empire5], ConstructibleElementName: TechnologyDefinitionScienceAndExploration1, ConstructionGameEntityGUID: 2356, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:902STACK[Order] OrderCreateTimeBubble::DepartmentOfTheInterior/OrderCreateTimeBubble#00000889, Ticket: 000005D2, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:936STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000088A, Ticket: 000005D3, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:969STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000088B, Ticket: 000005D4, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:986STACK[Empire 5] OrderCreateTimeBubble preprocessor failed: Insufficient TimeBubbleAcceleratingTime stock

DepartmentOfTheInterior:CreateTimeBubblePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:986STACK[AI0] TaskFailed Deploy Singularity to node/ 382

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:34:986STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfTheInterior/OrderCreateTimeBubble

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:35:007STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000088C, Ticket: 000005D6, [Empire6], ShipGUIDs: 2195 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 2362

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:35:035STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#0000088D, Ticket: 000005D7, [Empire6]: StarSystemGUID: 1980, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:35:052STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:35:069STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000088E, Ticket: 000005D8, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:35:102STACKGameServerState_Turn_AI_PrepareSync

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

20:47:35:736STACKCancelling actions on Aldebaran (821) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:35:769STACKCancelling actions on Jovanus (803) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:35:818STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:47:35:869STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000008A6, [Empire4]: System #1990

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:35:902STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000008A7, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:35:935STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000008A8, [Empire6]: System #1980

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator1A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:035STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:47:36:035STACKGameServerState_Turn_AI_Sync

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

20:47:36:185STACKGameServerState_Turn_Main

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

20:47:36:303STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008AC, [Empire2], Entity index: 38

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:335STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008AD, [Empire3], Entity index: 95

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:352STACK[AI0] Sync took 1.3000743 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:36:353STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:36:369STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008AE, [Empire4], Entity index: 69

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:403STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008AF, [Empire5], Entity index: 72

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:436STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008B0, [Empire6], Entity index: 95

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:502STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008B2, [Empire26], Entity index: 258

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:536STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008B3, [Empire26], Entity index: 255

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:569STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008B4, [Empire26], Entity index: 254

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:603STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008B5, [Empire26], Entity index: 253

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:636STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008B6, [Empire26], Entity index: 251

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:669STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008B7, [Empire26], Entity index: 250

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:703STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008B8, [Empire26], Entity index: 249

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:735STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008B9, [Empire26], Entity index: 248

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:769STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008BA, [Empire26], Entity index: 247

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:802STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008BB, [Empire26], Entity index: 246

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:836STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008BC, [Empire26], Entity index: 245

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:869STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008BD, [Empire26], Entity index: 244

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:902STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008BE, [Empire26], Entity index: 243

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:36:935STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008BF, [Empire0], Entity index: 81

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:37:153STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:37:235STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 408

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:37:235STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:37:419STACKTrying to add the garrison 'Hangar#1712' to the FleetsScreen garrison while it is already recorded

FleetsScreen:AddGarrison(System.Reflection.ParameterInfo)
FleetsScreen:RebuildListOfGarrisons()
FleetsScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:47:37:502STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000008CF, Ticket: 000005FE, [Empire3], ShipsGUID: 2110

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:37:569STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000008D1, Ticket: 00000600, [Empire3], ShipsGUID: 2110

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:37:603STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000008D2, Ticket: 00000601, [Empire4], ShipsGUID: 2182

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:39:352STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:39:367STACKGameServerState_Turn_AI_PrepareSync

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

20:47:39:367STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008DA, [Empire1], Entity index: 76

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:39:479STACKGameServerState_Turn_AI_Sync

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

20:47:39:632STACKGameServerState_Turn_Main

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

20:47:39:692STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Rukbat I

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:47:39:840STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:39:840STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:39:860STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 245

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:39:860STACK[AI0] TaskFailed Return to base for upgrade/ 245

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:39:860STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 166

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:39:860STACK[AI0] TaskFailed Return to base for upgrade/ 166

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:39:961STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Rukbat II

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

20:47:40:551STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:40:567STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 414

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:40:567STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:40:751STACKCancelling actions on Llekim (463) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 1

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:40:852STACKCancelling actions on Rasam (670) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 4

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:41:585STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008F1, [Empire26], Entity index: 289

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:41:618STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008F2, [Empire26], Entity index: 288

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:42:384STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008F4, [Empire6], Entity index: 100

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:42:751STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:42:768STACKGameServerState_Turn_AI_PrepareSync

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

20:47:42:868STACKGameServerState_Turn_AI_Sync

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

20:47:43:018STACKGameServerState_Turn_Main

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

20:47:43:160STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DroppableResource:IDroppableWithRewardAllocation.AllocateRewardTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CuriosityEffectDefinition_Droplist:Apply(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CuriosityDefinition:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:Discover(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:DiscoverWithFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ExpeditionFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:43:161STACK[Quests] Adding global quest variable: $CloseSystem = System.Collections.Generic.List`1[System.Object] for empire 0

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:ActivateQuestTrigger(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ActivateTriggers(System.Reflection.ParameterInfo)
QuestManager:ExecuteQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
Curiosity:Discover(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:DiscoverWithFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ExpeditionFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:43:162STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:43:162STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:43:235STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000008F7, Ticket: 0000061E

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:43:235STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DroppableResource:IDroppableWithRewardAllocation.AllocateRewardTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestInstruction_UpdateStep:ProcessRewardAllocation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestInstruction_UpdateStep:AllocateRewards(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestInstruction_UpdateStep:Execute(System.Reflection.ParameterInfo)
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:43:268STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000008F8, Ticket: 0000061F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:43:304STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#000008F9, [Empire25], GUID = 2367, ShipDesigns = ShipDesignSmallAttackerPirate01 x 1, Sophons_SmallAttack x 1

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:43:402STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000008FC, Ticket: 00000620

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:43:768STACK[AI0] TaskForce Cancel Guard System with motivation 0.1034296 for Front clean orbit with motivation 0.2068592

Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:43:768STACK[AI0] Unassign fleet 2349/164 from TF

Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:43:938STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DroppableResource:IDroppableWithRewardAllocation.AllocateRewardTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CuriosityEffectDefinition_Droplist:Apply(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CuriosityDefinition:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:Discover(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Curiosity:DiscoverWithFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ExpeditionFleetAction:ClientFinalize()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:43:951STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:43:968STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000901, Ticket: 00000625

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:43:968STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 415

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:43:968STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:44:002STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000902, Ticket: 00000626

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:44:035STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000903, Ticket: 00000627

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:46:152STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:46:169STACKGameServerState_Turn_AI_PrepareSync

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

20:47:46:269STACKGameServerState_Turn_AI_Sync

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

20:47:46:435STACKGameServerState_Turn_Main

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

20:47:46:653STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:46:653STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:47:253STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:47:336STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:47:353STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:47:353STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:47:370STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 416

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:47:370STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:49:552STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:49:569STACKGameServerState_Turn_AI_PrepareSync

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

20:47:49:669STACKGameServerState_Turn_AI_Sync

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

20:47:49:818STACKGameServerState_Turn_Main

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

20:47:49:952STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:49:952STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:50:744STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:50:753STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 417

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:50:754STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:52:669STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000090F, [Empire4], Entity index: 74

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:52:953STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:52:969STACKGameServerState_Turn_AI_PrepareSync

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

20:47:53:069STACKGameServerState_Turn_AI_Sync

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

20:47:53:286STACKGameServerState_Turn_Main

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

20:47:53:453STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:53:453STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:54:152STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:54:169STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 418

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:54:169STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:54:219STACKCancelling actions on Jeia (676) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 4

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:56:352STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:56:368STACKGameServerState_Turn_AI_PrepareSync

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

20:47:56:468STACKGameServerState_Turn_AI_Sync

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

20:47:56:602STACKGameServerState_Turn_Main

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

20:47:56:752STACK[AI0] Sync took 0.4110235 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:56:752STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:57:452STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:57:468STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 419

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:57:468STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:47:59:652STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:47:59:669STACKGameServerState_Turn_AI_PrepareSync

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

20:47:59:769STACKGameServerState_Turn_AI_Sync

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

20:47:59:851STACKGameServerState_Turn_Main

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

20:47:59:919STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000913, Ticket: 00000634, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:47:59:935STACKGameServerState_Turn_AI_PrepareSync

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

20:47:59:952STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000914, Ticket: 00000635, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:00:035STACKGameServerState_Turn_AI_Sync

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

20:48:00:121STACKGameServerState_Turn_Main

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

20:48:00:253STACK[AI0] Sync took 0.6000343 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:00:253STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:00:468STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000915, Ticket: 00000636, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:00:502STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000916, Ticket: 00000637, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:01:052STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:01:068STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 420

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:01:069STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:02:768STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000917, Ticket: 00000638, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:02:807STACKCan't find network achievement: DISCOVER_ACADEMY_WITH_HERO

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventStarSystemNodeDiscovered(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
StarSystemNode:NotifyDiscovery(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityExploration:SetState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestMarker:Initialize()
GameClient+c__Iterator2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:02:836STACK[Curiosities] Spawned Curiosity #2375 (Curiosity_Quest_Vampirilis) on Nallin I(Planet 0)

DepartmentOfTheInterior+c__Iterator1E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:02:868STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000091A, Ticket: 00000639

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:03:268STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:03:285STACKGameServerState_Turn_AI_PrepareSync

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

20:48:03:385STACKGameServerState_Turn_AI_Sync

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

20:48:03:535STACKGameServerState_Turn_Main

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

20:48:03:753STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:03:753STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:04:469STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:04:486STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 421

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:04:486STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:06:669STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:06:685STACKGameServerState_Turn_AI_PrepareSync

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

20:48:06:785STACKGameServerState_Turn_AI_Sync

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

20:48:07:319STACKGameServerState_Turn_Main

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

20:48:07:485STACK[AI0] Sync took 0.8240472 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:07:485STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:07:602STACKUpkeep provider is null. Target type is GuiBattleShip

PanelFeatureUpkeep:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:DoBind()
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

20:48:08:185STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:08:202STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 422

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:08:202STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:09:335STACKBegin encounter simulation ignition 37595

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:09:745STACKEnd encounter simulation ignition 37597

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:09:805STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:10:019STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:10:019STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:10:075STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:10:269STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:10:269STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:10:452STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:10:468STACKGameServerState_Turn_AI_PrepareSync

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

20:48:10:568STACKGameServerState_Turn_AI_Sync

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

20:48:10:701STACKGameServerState_Turn_Main

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

20:48:10:772STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:10:772STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:10:852STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:10:852STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:11:001STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:11:001STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:11:118STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:11:118STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:11:201STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:11:202STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:11:252STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:11:252STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:11:285STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000092C, Ticket: 00000647

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:11:319STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000092D, Ticket: 00000648

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:11:386STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:11:551STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:11:568STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 423

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:11:568STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:13:752STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:13:768STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:13:869STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:14:087STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:14:255STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:14:255STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:14:255STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 2368 8

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.LesserEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:14:255STACK[AI0] TaskFailed Gameplay Fleet Mission 2368/ 8

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.LesserEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:14:967STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 424

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:14:967STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:15:051STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:16:652STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:16:652STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:16:851STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:16:868STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:16:968STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:17:101STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:17:251STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:17:251STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:18:067STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 425

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:18:068STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:18:166STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:18:510STACKThe property Politics05ToPolitics05 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:48:18:510STACKThe property HealthPerTurn doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:48:18:511STACKThe property OverColonizationThreshold doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GovernmentTypeSidePanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:48:21:352STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:21:352STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:21:552STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:21:569STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:21:669STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:21:803STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:21:952STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:21:952STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:22:769STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 426

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:22:769STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:22:852STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:25:652STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:25:652STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:25:853STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:25:870STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:25:969STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:26:102STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:26:252STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:26:252STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:26:969STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 427

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:26:969STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:27:052STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:31:401STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000933, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:31:451STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:31:451STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:31:651STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:31:668STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:31:768STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:31:919STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:32:051STACK[AI0] Sync took 0.4000229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:32:051STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:32:768STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 428

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:32:768STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:32:851STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:34:267STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000934, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:34:351STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:34:351STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:34:550STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:34:567STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:34:667STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:34:820STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:35:051STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:35:051STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:35:768STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 429

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:35:768STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:35:785STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000935, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:35:851STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:35:951STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:35:951STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:36:151STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:36:167STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:36:267STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:36:434STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:36:651STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:36:651STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 12)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:37:367STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 430

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:37:368STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:37:451STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:41:585STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:41:618STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:41:635STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:41:635STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:41:701STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:41:801STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:41:851STACKDisposing ServerEncounter 2373

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:41:851STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:41:851STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:41:868STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:001STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:051STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:135STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:135STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:135STACKCan't get network statistic: TURNS_PLAYED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:135STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:135STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:135STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:135STACKCan't get network statistic: MAX_NETSYSTEMGROWTH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:135STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:136STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:136STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:136STACKCan't get network statistic: MAX_NETSYSTEMMONEY

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:136STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:136STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:136STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:136STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:136STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:136STACKCan't get network statistic: MIN_STRATEGIC_STOCK

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:137STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:137STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:137STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:137STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE

Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:137STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:137STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:137STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:161STACKCan't get network statistic: DUST_GAINED

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:161STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.03 Politics03 = 0.01 Politics04 = 0.11 Politics05 = 0.58 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 75.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:187STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.05 Politics02 = 0.45 Politics03 = 0.11 Politics04 = 0.11 Politics05 = 0.13 Politics06 = 0.14 Politics00 = 0.00 TOTAL_SCORE = 131.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:243STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.02 Politics02 = 0.03 Politics03 = 0.27 Politics04 = 0.17 Politics05 = 0.00 Politics06 = 0.51 Politics00 = 0.00 TOTAL_SCORE = 59.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:243STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.25 Politics02 = 0.06 Politics03 = 0.07 Politics04 = 0.11 Politics05 = 0.02 Politics06 = 0.50 Politics00 = 0.00 TOTAL_SCORE = 126.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:264STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.10 Politics02 = 0.12 Politics03 = 0.17 Politics04 = 0.47 Politics05 = 0.03 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 29.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:300STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.28 Politics02 = 0.06 Politics03 = 0.28 Politics04 = 0.22 Politics05 = 0.01 Politics06 = 0.15 Politics00 = 0.00 TOTAL_SCORE = 167.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:333STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.13 Politics02 = 0.09 Politics03 = 0.36 Politics04 = 0.20 Politics05 = 0.01 Politics06 = 0.20 Politics00 = 0.00 TOTAL_SCORE = 85.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator5:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:498STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:498STACKDisposing Encounter 2274

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:498STACKDisposing Encounter 2307

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:498STACKDisposing Encounter 2300

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:498STACKDisposing Encounter 2298

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:498STACK[ChatMessage] RECV: l:/_turn/13 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:701STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:801STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:818STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:834STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:835STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:835STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:868STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:42:868STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:43:385STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:43:386STACK[ChatMessage] RECV: l:/_turn/13 (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:43:398STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:43:398STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:43:398STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:43:435STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:44:701STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:44:701STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:44:818STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:45:218STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:45:234STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:45:261STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:45:319STACK[AI0] Sync took 0.5000286 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:45:319STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 13)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:46:435STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:46:484STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:46:484STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:46:500STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000093A, Ticket: 0000064E

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:46:500STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 440

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:46:500STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:46:517STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:46:533STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000093B, Ticket: 0000064F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator4E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:46:567STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000093C, Ticket: 00000650

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:46:767STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000942, Ticket: 00000656, [Empire4], ShipGUIDs: 2182 , HeroGUID: 0, Position: NodeIndex:127, FleetGUID: 2382

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:46:804STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000943, Ticket: 00000657, [Empire5], ShipGUIDs: 2186 2294 , HeroGUID: 0, Position: NodeIndex:32, FleetGUID: 2383

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:47:517STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000958, Ticket: 0000066C, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:47:550STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000959, Ticket: 0000066D, [Empire1], ShipsGUID: 1964

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator11:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:47:584STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000095A, Ticket: 0000066E, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:47:617STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000095B, Ticket: 0000066F, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:47:650STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000095C, Ticket: 00000670, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:47:684STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000095D, Ticket: 00000671, [Empire3], ConstructibleElementName: TechnologyDefinitionScienceAndExploration3, ConstructionGameEntityGUID: 2392, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:47:818STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000961, Ticket: 00000675, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:47:884STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000963, Ticket: 00000677, [Empire5], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade7, ConstructionGameEntityGUID: 2398, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:47:917STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000964, Ticket: 00000678, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:47:950STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000965, Ticket: 00000679, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:48:084STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000969, Ticket: 0000067D, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:48:118STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000096A, Ticket: 0000067E, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:48:317STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:48:334STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:017STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000985, [Empire2], Entity index: 42

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:052STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000986, [Empire3], Entity index: 103

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:100STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:267STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:284STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000987, [Empire3], Entity index: 104

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:317STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000988, [Empire6], Entity index: 106

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:351STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000989, [Empire6], Entity index: 105

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:384STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000098A, [Empire26], Entity index: 319

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:418STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000098B, [Empire26], Entity index: 317

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:418STACK[AI0] Sync took 1.1000629 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:49:418STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 13)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:49:451STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000098C, [Empire26], Entity index: 316

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:484STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000098D, [Empire26], Entity index: 315

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:517STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000098E, [Empire26], Entity index: 314

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:550STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000098F, [Empire26], Entity index: 313

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:584STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000990, [Empire26], Entity index: 312

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:617STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000991, [Empire26], Entity index: 311

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:650STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000992, [Empire26], Entity index: 310

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:684STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000993, [Empire26], Entity index: 308

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:717STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000994, [Empire26], Entity index: 307

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:750STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000995, [Empire26], Entity index: 306

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:784STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000996, [Empire26], Entity index: 305

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:817STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000997, [Empire26], Entity index: 304

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:850STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000998, [Empire26], Entity index: 303

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:918STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:49:918STACK[AI0] TaskForce Cancel Guard System with motivation 0.0285 for Front clean orbit with motivation 0.95

Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:49:918STACK[AI0] Unassign fleet 2343/254 from TF

Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:50:000STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:50:017STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:50:117STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:50:300STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 449

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:50:300STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:50:367STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000009A7, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:50:467STACKCancelling actions on Columba (159) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:50:834STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000009B5, Ticket: 000006B3, [Empire4], ShipsGUID: 2182

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__IteratorA:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:50:871STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000009B6, Ticket: 000006B4, [Empire5], ShipGUIDs: 2186 2294 , HeroGUID: 0, Position: NodeIndex:-1, FleetGUID: 1922

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator14:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:51:167STACKCancelling actions on Mrigashi (637) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 3

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:51:850STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000009C5, [Empire26], Entity index: 337

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:52:317STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:52:337STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:52:434STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:52:784STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:52:917STACK[AI0] Sync took 0.6000343 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:52:917STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 13)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:52:917STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 188

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:52:917STACK[AI0] TaskFailed Return to base for upgrade/ 188

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:52:917STACK[AI0] Cancel Fleet mission without fleet Complete a fleet 1922 405

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_CompleteTaskForce:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:52:917STACK[AI0] TaskFailed Complete a fleet 1922/ 405

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:250STACK[AI0] Unassign fleet 2343/0 from TF

Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute()
Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:617STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:53:617STACK[AI0] [empire3]No fleet attached Guard System 235 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:617STACK[AI0] Cancel Fleet mission without fleet Guard System 235

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:617STACK[AI0] Cancel Fleet mission without fleet Guard System 235

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:617STACK[AI0] TaskFailed Guard System/ 235

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:617STACK[AI0] [empire3]No fleet attached Return to base for upgrade 295 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:617STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 295

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:617STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 295

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:617STACK[AI0] TaskFailed Return to base for upgrade/ 295

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:617STACK[AI0] [empire5]No fleet attached Guard System 401 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:618STACK[AI0] Cancel Fleet mission without fleet Guard System 401

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:618STACK[AI0] Cancel Fleet mission without fleet Guard System 401

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:618STACK[AI0] TaskFailed Guard System/ 401

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:618STACK[AI0] [empire5]No fleet attached Guard System 402 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:618STACK[AI0] Cancel Fleet mission without fleet Guard System 402

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:618STACK[AI0] Cancel Fleet mission without fleet Guard System 402

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:618STACK[AI0] TaskFailed Guard System/ 402

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:618STACK[AI0] [empire5]No fleet attached Return to base for upgrade 404 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:618STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 404

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:618STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 404

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:618STACK[AI0] TaskFailed Return to base for upgrade/ 404

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:634STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 455

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:53:634STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:55:816STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:55:833STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:55:933STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:56:067STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:56:216STACK[AI0] Sync took 0.4000228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:56:216STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 13)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:56:767STACK[AI0] Unassign fleet 2362/241 from TF

Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation()
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:56:917STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

20:48:56:934STACK[AI0] TaskFailed ComplimentEmpireAction 13 with / 456

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:56:934STACK[AI0] Failed to process order message with status [Undefined] for unknown

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:48:57:000STACKBegin encounter simulation ignition 40325

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:57:418STACKEnd encounter simulation ignition 40327

BattleSimulation+c__Iterator0:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:57:476STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:57:617STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:57:617STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:57:666STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:57:867STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:57:867STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:58:234STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:58:234STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:58:366STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:58:366STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

20:48:58:401STACKApplication is shutting down...

Amplitude.Unity.Framework.Application+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:Quit()
GameMenuModalWindow:OnExitToDesktopConfirmation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MessageBoxWindow:OnValidateCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

20:48:58:618STACKApplication shudown complete.

Amplitude.Unity.Framework.Application+c__Iterator7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:48:58:618STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:OnApplicationQuit()

20:48:58:618STACK[HxFxSystemComponentTextureAtlasManager] unassigning atlas [Atlas_DecalFx] (2048x1024) from Tag [DecalFx] to global name [_DecalAtlas].

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:Unload(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:OnApplicationQuit()

20:48:58:618STACKUnbinding service [ILodService] with context [Default]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LodServiceImplementation:Unload()
HxFxSystemComponentLodManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:OnApplicationQuit()

20:48:58:618STACKThe Wwise sound engine has been released.

Amplitude.Unity.Audio.AudioManager:ReleaseWwise()
Amplitude.Unity.Audio.AudioManager:OnApplicationQuit()

20:48:58:618STACKOnApplicationQuit

SessionManager:OnApplicationQuit()

20:48:58:618STACKFlushing diagnostics before closing streams...

Amplitude.Unity.Framework.Application:OnApplicationQuit()
EndlessSpace2Application:OnApplicationQuit()